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- //
- // Persistence Of Vision raytracer version 3.0 sample file.
- //
- // This scene shows the effect of a partially transparent image
- // map inside an atmopshere.
- //
-
- #version 3.0
-
- global_settings { assumed_gamma 2.2 }
-
- camera {
- location <0, 3, -10>
- look_at <0, -0.5, 0>
- angle 13
- }
-
- //
- // 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 10 // Number of samples in first distance interval
- distance 50 // Atmosphere density, similar to fog
- scattering 0.8 // Reflectivity of atmosphere, determines brightness
- aa_level 5 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.1 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Mie cattering, hazy atmosphere (dependent of incident light).
- //
-
- #declare Atmosphere2 = atmosphere {
- type 2
- samples 10 // Number of samples in first distance interval
- distance 50 // Atmosphere density, similar to fog
- scattering 1.0 // Reflectivity of atmosphere, determines brightness
- aa_level 5 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.1 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Mie scattering, murky atmosphere (dependent of incident light).
- //
-
- #declare Atmosphere3 = atmosphere {
- type 3
- samples 10 // Number of samples in first distance interval
- distance 50 // Atmosphere density, similar to fog
- scattering 1.0 // Reflectivity of atmosphere, determines brightness
- aa_level 5 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.1 // Amount of sample jittering
- }
-
- //
- // Atmosphere with Rayleigh scattering (dependent of incident light).
- //
-
- #declare Atmosphere4 = atmosphere {
- type 4
- samples 10 // Number of samples in first distance interval
- distance 50 // Atmosphere density, similar to fog
- scattering 0.8 // Reflectivity of atmosphere, determines brightness
- aa_level 5 // Level of binary subdivision in case of aa
- aa_threshold 0.1 // Threshold for aa to push in
- jitter 0.1 // Amount of sample jittering
- }
-
- //
- // Use atmosphere.
- //
-
- atmosphere { Atmosphere1 }
-
- //
- // A shadowless light source that does not interact with the atmosphere.
- //
-
- light_source { <100, 100, -100> color rgb 0.3 atmosphere off shadowless }
-
- //
- // A spotlight pointing at the image map.
- //
-
- light_source {
- <0, 5, 0>
- color rgb 1
- spotlight
- point_at <0, 0, 0>
- falloff 10
- radius 8
- }
-
- //
- // The partially translucent image map.
- //
-
- polygon {
- 5, <-1, -1, 0>, <1, -1, 0>, <1, 1, 0>, <-1, 1, 0>, <-1, -1, 0>
- pigment {
- image_map {
- gif "test.gif"
- once
- interpolate 4
- transmit 5, 1
- }
- translate <-0.5, -0.5, 0>
- }
- scale 2
- rotate 90*x
- hollow
- }
-
- //
- // The ground.
- //
-
- plane { y, -1 pigment { color rgb 1 } hollow }
-
-