// 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. // // Features pseudo-Gaussian distribution and use of trace function // Scene concept and collision algorithm by Greg M. Johnson 2001 // Textures by Gilles Tran // ------------------------------ // This file creates piles of cubes // The cubes are generated using a collision detection algorithm // and the cubes rotations and positions are written to a file called "stacks.inc" // If you want to run the script a second time without re-generating this file (and thus save on parsing time) // just uncomment the #declare WriteFile=false line below // ------------------------------ // THIS SCENE USES RADIOSITY // ------------------------------ // Stats on a PIII 733 @ 640*480, default antialiasing // Parsing time with WriteFile=true : 1 min // Tracing time : >2h min // Peak memory : 207 Mb // ------------------------------ // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.6; #declare WriteFile=true; // turns on the generation of the stacks and write them to a file #declare WriteFile=false; // turns off the generation of the file, just read them from the previous file // ------------------------------ // choose a number of cubes (has no effect unless WriteFile=True) // large n values give long parsing time #declare num=400; //#declare num=10; //#declare num=5; // ------------------------------ // ------------------------------ #include "colors.inc" #include "functions.inc" #include "textures.inc" #include "metals.inc" global_settings{ assumed_gamma 1.0 radiosity{ pretrace_start 1 pretrace_end 1 count 400 // count 50 // use this for tests recursion_limit 1 nearest_count 4 gray_threshold 0 error_bound 0.01 // error_bound 0.1 // use this for tests brightness 2 } } // ------------------------------ // Set settings : radiosity only // ------------------------------ #declare CamLoc=<0,7,-21>; #declare CamEye=<0,4.5,-10>; #declare CamSky=y; #declare CamZoom=1; camera { location CamLoc direction z*CamZoom right x*image_width/image_height look_at CamEye } plane{y,0 texture{pigment{White} finish{ambient 0 diffuse 1}}} // ------------------------------ // centers the text // ------------------------------ #macro centertext(Text) #local MinText=min_extent(Text); #local MaxText=max_extent(Text); translate -(MinText+(MaxText-MinText)/2) #end // ------------------------------ // creates the cube // ------------------------------ #macro unitbox() union{ #local COL=<0.5+rand(rd)*0.5,0.5+rand(rd)*0.5,0.5+rand(rd)*0.5>; difference{ box{<-0.5,-0.5,-0.5>,<0.5,0.5,0.5>} box{<-0.45,-0.45,-1>,<0.45,0.45,1>} box{<-1,-0.45,-0.45>,<1,0.45,0.45>} box{<-0.45,-1,-0.45>,<0.45,1,0.45>} txtBox(COL) } box{-0.45,0.45 texture{pigment{White} finish{ambient 0 diffuse 1}}} #declare Font="cyrvetic" #declare sFont=<0.76,0.76,0.05>; #local P=text { ttf Font "P" 1, 0 scale sFont} #local O=text { ttf Font "O" 1, 0 scale sFont} #local V=text { ttf Font "V" 1, 0 scale sFont} #local R=text { ttf Font "R" 1, 0 scale sFont} #local A=text { ttf Font "A" 1, 0 scale sFont} #local Y=text { ttf Font "Y" 1, 0 scale sFont} union{ object{P centertext(P) translate -0.5*z rotate y*90 txtBox(COL)} object{O centertext(O) translate -0.5*z txtBox(COL)} object{V centertext(V) translate -0.5*z rotate -90*y txtBox(COL)} object{R centertext(R) translate -0.5*z rotate 180*y txtBox(COL)} object{A centertext(A) translate -0.5*z rotate 90*x txtBox(COL)} object{Y centertext(Y) translate -0.5*z rotate -90*x txtBox(COL)} } } #end // ------------------------------ // cube texture // ------------------------------ #declare rd=seed(0); // color random stream #local sc1=0.2; #local sc2=1; #macro txtBox(COL) texture{ pigment { rgb