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- // Persistence Of Vision raytracer version 3.0 sample file.
- // Weighted averaged normals example
-
- #version 3.0
- global_settings {
- assumed_gamma 2.2
- number_of_waves 1
- }
-
- #include "colors.inc"
- #include "textures.inc"
-
- camera {
- location <0,3,-31>
- direction 3*z
- }
-
- plane { y,-1.01 pigment {checker Yellow,White}}
-
- plane { z, 4.01 pigment {checker Yellow,White}}
-
- light_source { < 500, 500, -500> White*.75}
- light_source { <-500, 50, -500> White*.3}
-
- #declare Thing = plane{z,0.1 clipped_by{box{-2,2}}}
-
- #default {pigment{White} finish{phong 1 phong_size 100}}
-
- object{Thing
- normal {
- average
- normal_map {
- [gradient x, -1.0 scallop_wave scale 0.5]
- [gradient y, -1.0 scallop_wave scale 0.5]
- }
- }
- translate <-3,5.5,0>
- }
-
- object{Thing
- normal {
- average
- normal_map {
- [gradient x, 1.0 triangle_wave scale 0.5]
- [gradient y, 1.0 triangle_wave scale 0.5]
- }
- }
- translate <3,5.5,0>
- }
-
- object{Thing
- normal {
- average
- normal_map {
- [3.0 gradient x, 1.0 triangle_wave scale 0.5]
- [1.0 gradient y, 1.0 triangle_wave scale 0.5]
- }
- }
- translate <-3,1,0>
- }
-
- object{Thing
- normal {
- average
- normal_map {
- [waves 1.0 frequency 3 translate < 1, 1,0>]
- [waves 1.0 frequency 3 translate <-1,-1,0>]
- }
- }
- translate <3,1,0>
- }
-