// 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 textures example // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.7; global_settings {assumed_gamma 2.2} #include "colors.inc" #include "textures.inc" camera { location <0,3,-31> right x*image_width/image_height angle 23 look_at <0,3,0> } plane { z, 4.01 hollow on pigment { color rgb<1,1,1>}} light_source { <300, 500, -500> color Gray65} light_source { <-50, 10, -500> color Gray65} #declare Thing = plane{z,0.1 hollow on clipped_by{box{-2,2}}} object{Thing texture { average texture_map { [pigment{Jade} finish{ambient .2}] [pigment{radial frequency 10} finish{phong 1} rotate x*90] } } translate <-3,5.5,0> } object{Thing texture { average texture_map { [pigment{DMFWood4} scale 3 rotate x*80] [pigment{radial frequency 10} finish{phong 1} rotate x*90] } } translate <3,5.5,0> } object{Thing texture { average texture_map { [3.0 pigment{Jade} finish{ambient .2}] [1.0 pigment{radial frequency 10} finish{phong 1} rotate x*90] } } translate <-3,1,0> } object{Thing texture { average texture_map { [pigment{radial frequency 10} finish{phong 1} rotate x*90 translate < 1, 1,0>] [pigment{radial frequency 10} finish{phong 1} rotate x*90 translate <-1,-1,0>] } } translate <3,1,0> }