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- // Persistence Of Vision raytracer version 3.0 sample file.
- // GlassBoing animation by Joel NewKirk
-
- #include "glass.inc"
- #include "colors.inc"
- global_settings { assumed_gamma 2.2 }
-
- #declare xfactor = clock*4
- #declare spherey = 5+abs(50*sin((clock)*2*pi))
- #switch (xfactor)
- #range(0,1) // x value cycles from 0 to 1
- #debug "Range A"
- #declare spherex = 50*xfactor
- #break
- #range(1,3) // x value cycles from 1 to -1
- #debug "Range B"
- #declare spherex = 50*(2-xfactor)
- #break
- #range(3,4) // x value cycles from -1 back to 0
- #debug "Range C"
- #declare spherex = -50*(4-xfactor)
- #break
- #end
-
- camera {
- location <0, 10.5,-100>
- direction <0, 0, 1>
- up <0, 1, 0>
- right <4/3, 0, 0>
- look_at <0, 11, 0>
- }
-
- light_source {<30, 120, 0> colour White
- fade_distance 90
- fade_power 1
- }
-
- sky_sphere {
- pigment {
- gradient y
- color_map {
- [0.0 Gray50 ]
- [1.0 Gray15 ]
- }
- }
- }
-
- #declare Brick =
- texture {
- pigment { brick Gray80, rgb<0.65, 0.3, 0.25> brick_size <3,1,2> mortar 0.15 }
- normal { brick -10 brick_size <3,1,2> mortar 0.175 ramp_wave}
- finish {
- ambient 0.0
- diffuse 0.8
- }
- scale 6
- }
-
- plane { x, -60 texture { Brick rotate y*90 }} // left wall
- plane { x, 60 texture { Brick rotate y* 90}} // right wall
- plane { z, 40 texture { Brick }} // back wall
- plane { y, 0 texture { Brick } translate -y*5 } // floor
-
- sphere { <spherex,spherey, 0>, 10
- texture {
- pigment { White filter 0.95}
- finish {
- F_Glass3
- caustics 1
- // fade_distance 30
- // fade_power 1
- }
- }
- }
-
-