// This work is licensed under the Creative Commons Attribution 3.0 Unported License. // To view a copy of this license, visit http://creativecommons.org/licenses/by/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. // A couple of tricks with spotlights and wood texture here. // File by Dan Farmer. // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.7; global_settings { assumed_gamma 1.0 max_trace_level 5 } #include "colors.inc" #include "shapes.inc" camera { location <-8, 3, -14> angle 65 // direction <0, 0, 1> up <0, 1, 0> right x*image_width/image_height look_at <0, 0, 0> } // Overhead spotlight, shining "backwards" light_source { <0, 50, -1> color LightGray spotlight point_at <0, 0, 8> tightness 50 radius 50 falloff 100 } // Ground plane plane { y, -1 pigment {White} finish { ambient 0.3 diffuse 0.7 specular 0.5 roughness 0.05 } } // Three spotlights positioned in front of three cylinders. These could // be put into composites if you wanted to really do it right. Each light // is associated with a cylinder. //---------- // Red spotlight, goes with left cylinder light_source { <-3, -0.5, -2> color Red spotlight point_at <-3, -1, -10> tightness 10 radius 100 falloff 250 } // Green spotlight, goes with center cylinder light_source { <0, -0.5, -2> color Green spotlight point_at <0, -1, -10> tightness 10 radius 100 falloff 250 } // Blue spotlight, goes with right cylinder light_source { <3, -0.5, -2> color Blue spotlight point_at <3, -1, -10> tightness 10 radius 100 falloff 250 } // Set default textures for shapes to come default { finish { ambient 0.5 // Unusually high ambient setting. diffuse 0.5 // Unusually low diffuse setting. reflection 0.15 specular 0.25 roughness 0.001 } } #declare L_Interior = interior{ fade_distance 6 fade_power 2 } // Red cylinder on the left. Goes with red spotlight. object { Disk_Z interior{L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque red to "clear red" color_map {[0, 1 color Red filter 0 color Red filter 1] } scale <2, 2, 1> } scale <1, 1, 6> // Scale texture with the object now. translate <-3, 0, 4> // Move it to its final restingplace } // Green cylinder in the center. Goes with green spotlight. object { Disk_Z interior{L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque green to "clear green" color_map {[0, 1 color Green filter 0 color Green filter 1] } scale <2, 2, 1> } scale <1, 1, 6> translate <0, 0, 4> } // Blue cylinder on the right. Goes with blue spotlight, right? object { Disk_Z interior{L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque blue to "clear blue" color_map {[0, 1 color Blue filter 0 color Blue filter 1] } scale <2, 2, 1> } scale <1, 1, 6> translate <3, 0, 4> }