// 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 Scene Description File // File: logo.pov // Desc: logo.inc demo scene // Date: September 2001 // Auth: Rune S. Johansen // // This file is an example of how to use the official POV-Ray Logo // in a scene. The original version as well as a prism version and // a bevel version are available. Any texture or material can be // applied to the logo, that way allowing for a great variety of looks. // // For more information on the POV-Ray logo, see logo.inc // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.7; global_settings {assumed_gamma 1.0} #include "logo.inc" #declare Design = 0; // 0 : All four designs // 1 : Original logo object with 2-d appearance. // 2 : Original logo object. // 3 : Prism logo object. // 4 : Beveled logo object. #declare LogoPigment = pigment { planar scale 2 translate y color_map { [0.0, color <1.0, 0.4, 0.4>*0.7] // Red [0.5, color <0.4, 0.9, 0.4>*0.7] // Green [1.0, color <0.4, 0.4, 1.0>*0.7] // Blue } } background {color rgb <1,0.98,0.93>*1} // White background camera { // When using the logo for image_maps, 2-d designs etc., // always use orthographic camera. orthographic angle 69 location -2*z right x*image_width/image_height look_at <0,0,0> } light_source {< 3, 4,-5>*1000, color 2.0} #declare Variant1 = object { Povray_Logo pigment {LogoPigment} // Remove all lighting to get a 2-d appearance: finish {ambient 1 diffuse 0} } #declare Variant2 = object { Povray_Logo pigment {LogoPigment} rotate -10*y } #declare Variant3 = object { Povray_Logo_Prism pigment {LogoPigment} rotate -10*y } #declare Variant4 = difference{ object {Povray_Logo_Bevel} // Adjust this plane to adjust the bevel: plane {z,-0.05} pigment {LogoPigment} } #switch (Design) #case(0) union { object {Variant1 translate <-1,+1>} object {Variant2 translate <+1,+1>} object {Variant3 translate <-1,-1>} object {Variant4 translate <+1,-1>} scale 0.5 } #break #case(1) object {Variant1} #break #case(2) object {Variant2} #break #case(3) object {Variant3} #break #case(4) object {Variant4} #break #end