// 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. // Weighted averaged normals example // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.7; global_settings { assumed_gamma 1.0 number_of_waves 1 } #include "colors.inc" #include "textures.inc" camera { location <0,3,-31> right x*image_width/image_height direction 3*z } light_source { < 500, 500, -300> White*.75} light_source { <-500, 50, -300> White*.25} #declare Thing = plane{z,0.1 hollow on clipped_by{box{-2,2}}} #default {pigment{White} finish{phong 1 phong_size 100}} object{Thing normal { average normal_map { [gradient x, -5.0 scallop_wave scale 0.5] [gradient y, -5.0 scallop_wave scale 0.5] } } translate <-3,5.5,0> } object{Thing normal { average normal_map { [gradient x, 5.0 triangle_wave scale 0.5] [gradient y, 5.0 triangle_wave scale 0.5] } } translate <3,5.5,0> } object{Thing normal { average normal_map { [3.0 gradient x, 5.0 triangle_wave scale 0.5] [1.0 gradient y, 5.0 triangle_wave scale 0.5] } } translate <-3,1,0> } object{Thing normal { average normal_map { [waves 2.0 frequency 3 translate < 1, 1,0>] [waves 2.0 frequency 3 translate <-1,-1,0>] } } translate <3,1,0> }