// 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 Ray Tracer Scene Description File // File: var_refl.pov // Desc: Demo of the three reflection types // Date: 2001/04/15 // Auth: ingo // Updated 28. Aug 01 by Christoph Hormann // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.6; global_settings { assumed_gamma 1.0 } light_source { < 100, 500,-500> rgb 1 } camera { location <0.0, 1.5, -8.0> right x*image_width/image_height look_at <0.0, 0.0, 20.0> angle 55 } sky_sphere { pigment { function { abs(y) } turbulence 0.1 color_map { [0.0, rgb <0,0,0.6>] [1.0, rgb 1] } } } #declare Water= box{ <-1,-2,-5>,<1,0.1,20> } difference { plane { y, 0 pigment {rgb <0,0.2,0>} } object{ Water translate <-2.5,0,0> texture { pigment {checker color rgb 1 color blue 1 scale 0.1} } } object{ Water texture { pigment {checker color rgb 1 color blue 1 scale 0.1} } } object{ Water translate <2.5,0,0> texture { pigment {checker color rgb 1 color blue 1 scale 0.1} } } } difference { box {<-4,-0.001,-5.5>,<4,0.2,21>} object{ Water scale <1,3,1> translate <-2.5,0,0> } object{ Water scale <1,3,1> } object{ Water scale <1,3,1> translate <2.5,0,0> } pigment {rgb 0.75} } #declare WaterNormal=normal{ bozo 1 normal_map { [ 0.3 waves translate -0.5 scale <1, 0.05, 1>*100000 frequency 100000] [ 0.7 ripples translate -0.5 scale <1, 0.7, 1>*100000 frequency 100000] [ 0.85 ripples translate -0.5 scale <1, 0.6, 1>*100000 frequency 100000] [ 1.0 ripples translate -0.5 scale 100000 frequency 100000] } scale 1 } object{ Water scale 1.01 translate <-2.5,0,0> material{ texture { pigment {rgbf <1,1,1,1>} normal{WaterNormal} finish { ambient 0 diffuse 0.1 reflection { 0.04, 1 } specular 1.5 roughness 0.001 brilliance 0.01 conserve_energy } } interior { ior 1.33 } } } object{ Water scale 1.01 material{ texture { pigment {rgbf <1,1,1,1>} normal{WaterNormal} finish { ambient 0 diffuse 0.1 reflection { 0.04, 1 fresnel on } specular 1.5 roughness 0.001 brilliance 0.01 conserve_energy } } interior { ior 1.33 } } } object{ Water scale 1.01 translate <2.5,0,0> material{ texture { pigment {rgbf <1,1,1,1>} normal{WaterNormal} finish { ambient 0 diffuse 0.1 reflection 1 specular 1.5 roughness 0.001 brilliance 0.01 conserve_energy } } interior { ior 1.33 } } } #declare I=0; #declare N=10; #while (I,<0,8,22>, 0.2 translate <-9+2*I,0,0> pigment {rgb <1,0,0>} } #declare I=I+1; #end