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- // Persistence Of Vision raytracer version 3.0 sample file.
- // File by Dieter Bayer
- // Atmospheric environment with spotlights.
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- camera {
- location <10, 6, -20>
- right <4/3, 0, 0>
- up <0, 1, 0>
- direction <0, 0, 1.5>
- look_at <3, 4, 0>
- }
-
- //
- // Declare the various atmospheres.
- //
- // Note the different reflectivities due to the different scattering models.
- //
-
- //
- // Atmosphere with isotropic scattering (independent of incident light).
- //
-
- #declare Atmosphere1 = atmosphere {
- type 1
- samples 20 // Number of samples in first distance interval
- distance 20 // Atmosphere density, similar to fog
- scattering 0.3 // Reflectivity of atmosphere, determines brightness
- aa_level 8 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.2 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Mie cattering, hazy atmosphere (dependent of incident light).
- //
-
- #declare Atmosphere2 = atmosphere {
- type 2
- samples 20 // Number of samples in first distance interval
- distance 20 // Atmosphere density, similar to fog
- scattering 1.2 // Reflectivity of atmosphere, determines brightness
- aa_level 8 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.2 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Mie scattering, murky atmosphere (dependent of incident light).
- //
-
- #declare Atmosphere3 = atmosphere {
- type 3
- samples 20 // Number of samples in first distance interval
- distance 20 // Atmosphere density, similar to fog
- scattering 1.5 // Reflectivity of atmosphere, determines brightness
- aa_level 8 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.2 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Rayleigh scattering (dependent of incident light).
- //
-
- #declare Atmosphere4 = atmosphere {
- type 4
- samples 20 // Number of samples in first distance interval
- distance 20 // Atmosphere density, similar to fog
- scattering 0.6 // Reflectivity of atmosphere, determines brightness
- aa_level 8 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.2 // Amount of sample jittering
- }
-
- //
- // Use atmosphere.
- //
-
- atmosphere { Atmosphere1 }
-
- //
- // Light source not interacting with the atmosphere.
- //
-
- light_source { <0, 15, 0> color red .7 green .7 blue .7 atmosphere off }
-
- //
- // Spotlights pointing at balls.
- //
-
- light_source {
- <-10, 15, -5> color red 1 green .3 blue .3
- spotlight
- point_at <-5, 5, 0>
- radius 10
- falloff 15
- tightness 1
- atmospheric_attenuation on
- }
-
- light_source {
- <-5, 15, -5> color red .3 green 1 blue .3
- spotlight
- point_at <0, 5, 0>
- radius 10
- falloff 15
- tightness 1
- atmospheric_attenuation on
- }
-
- light_source {
- <0, 15, -5> color red .3 green .3 blue 1
- spotlight
- point_at <5, 5, 0>
- radius 10
- falloff 15
- tightness 1
- atmospheric_attenuation on
- }
-
- //
- // Room.
- //
-
- box { <-20, 0, -20>, <20, 20, 20>
- pigment { color red 1 green 1 blue 1 }
- finish { ambient 0.2 diffuse 0.5 }
- hollow
- }
-
- //
- // Balls.
- //
-
- sphere { <-5, 5, 0>, 1
- pigment { color red 1 green 1 blue 1 }
- finish { ambient 0.3 diffuse 0.7 phong 1 }
- }
-
- sphere { <0, 5, 0>, 1
- pigment { color red 1 green 1 blue 1 }
- finish { ambient 0.3 diffuse 0.7 phong 1 }
- }
-
- sphere { <5, 5, 0>, 1
- pigment { color red 1 green 1 blue 1 }
- finish { ambient 0.3 diffuse 0.7 phong 1 }
- }
-
-