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- // Persistence Of Vision raytracer version 3.0 sample file.
- // Demonstrates quilted normals
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- #include "colors.inc"
- #include "textures.inc"
- #include "shapes.inc"
-
- camera {
- location <-5, 6, -13>
- direction <0, 0, 2>
- right <1.3333, 0, 0>
- look_at <0, 0, 0>
- }
-
- light_source { < -10, 0.5, -4> colour SkyBlue }
- light_source { < 10, 20, -2> colour Gray90
- area_light <4 0 0> <0 0 4> 10 10
- adaptive 1
- jitter
-
- }
-
- // Sky
- sphere {
- <0, 0, 0>, 1
- texture {
- pigment {
- gradient y
- color_map {[0, 1 color White color SkyBlue]}
- }
- finish {ambient 1 diffuse 0}
- }
- scale 100000
- }
-
- #declare X_Scale = 100
- union {
- plane { z, 0 }
- plane { y, 0 inverse }
- cylinder { <-2*X_Scale, 1, -1>,<2*X_Scale, 1, -1>, 1
- clipped_by { box { <-X_Scale, 0, -1> <X_Scale, 1, 0> }}
- }
- texture {
- normal { quilted 1 }
- pigment { checker color SkyBlue color Wheat }
- finish { Shiny }
- scale <0.5,0.5,0.5>
- translate y*100
- translate .1
- }
- clipped_by { box { <-X_Scale+0.1, -0.1, -10000> <X_Scale+0.1, 1000, 1> }}
- rotate -y*2
- }
-
- sphere { <0, 1, 0>, 2
- texture {
- pigment { White }
- finish { Mirror }
- normal { quilted 1 control0 0.5 control1 1
- scale 0.45
- turbulence 0.5
- lambda 0.5
- omega 0.707
- octaves 4
- }
- }
- translate <-2, 1, -4>
- }
-
-