// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. // To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a // letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. // Persistence Of Vision raytracer sample file. // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.6; global_settings{ assumed_gamma 1.0 max_trace_level 5 } #include "colors.inc" #include "woods.inc" #declare IOR = 1.45; #declare Fade_Distance = 2; #declare Fade_Power = 3; #declare Texture01 = texture { pigment { color rgbf <1, 1, 1, 1> } finish { diffuse 0.000001 metallic on ambient 0 reflection 0.05 specular 1 roughness 0.001 irid { 0.65 // contribution to overall color thickness 0.8 // affects frequency, or "busy-ness" turbulence 0.1 // Variance in film thickness } } } #declare Interior01 = interior { fade_distance Fade_Distance fade_power Fade_Power ior IOR caustics 1.0 } #declare Texture02a = texture { T_Wood1 scale 2 rotate x*90 translate x*5 finish { ambient 0.4 } } #declare Texture02 = texture { pigment { color rgb<0.800, 0.800, 0.800> } finish { brilliance 0.5 metallic on diffuse 0.200 ambient 0.000 specular 0.300 roughness 0.02 } } #declare Texture03 = texture { Texture01 } //---------------------------------------------------------------------- // This scene uses a non-standard camera set-up. // (See CAMERA in the included documentation for details.) // If you are new to POV-Ray, you might want to try a different demo scene. //---------------------------------------------------------------------- camera { // Camera StdCam angle 45 location <3.50, -15.00, 3.00> direction <0.0, 0.0, 1.6542> sky <0.0, 0.0, 1.0> // Use right handed-system! up <0.0, 0.0, 1.0> // Where Z is up right x*image_width/image_height // keep propotions with any aspect ratio look_at <0.000, 0.000, -2.7500> } #declare Intensity = 20; #declare L_Fade_Distance = 20; #declare L_Fade_Power = 2; #declare ALL = 8; #declare ALW = 8; #declare ALR = 6; #declare Area_Light=off; light_source { // Light1 <-0.2, 100, 65> color Cyan * Intensity #if(Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 jitter #end fade_distance L_Fade_Distance fade_power L_Fade_Power } light_source { // Light1 <0, 95, 65> color Yellow * Intensity #if(Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 jitter #end fade_distance L_Fade_Distance fade_power L_Fade_Power } light_source { // Light1 <0.2, 90, 65> color Magenta * Intensity #if(Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 #end jitter fade_distance L_Fade_Distance fade_power L_Fade_Power } sky_sphere { pigment { gradient y color_map { [0.0 color Gray10] [1.0 color Gray30] } } } union { cylinder { <-3,0,0>, <3,0,0>, 0.3 } torus { 1.0, 0.25 rotate z*90 } texture {Texture01} interior {Interior01} translate <0.0, -4.0, -0.5> } box { <-1, -1, -1>, <1, 1, 1> texture {Texture01} interior {Interior01} scale <3.0, 0.5, 0.5> translate -1.75*z rotate x*45 translate -1.5*y } sphere { <0,0,0>,1 texture {Texture03} interior {Interior01} translate <3, 3, -1> } sphere { <0,0,0>,1 texture {Texture03} interior {Interior01} translate <0,3.0, -0.5> } sphere { <0,0,0>,1 texture {Texture03} interior {Interior01} translate <-3.0, 3.0, -1> } cone { 0, 1, -2*z, 0 texture {Texture03} interior {Interior01} translate <-4.0, 0.3, 0> } cone { 0, 1, -2*z, 0 texture {Texture03} interior {Interior01} translate <4.0, 0.3, 0> } plane { z, -2 hollow on pigment { Gray60 } }