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- // Persistence Of Vision raytracer version 3.0 sample file.
- // Weighted averaged textures example
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- #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 { <300, 500, -500> color Gray65}
- light_source { <-50, 10, -500> color Gray65}
-
- #declare Thing = plane{z,0.1 clipped_by{box{-2,2}}}
-
-
- object{Thing
- texture {
- average
- texture_map {
- [pigment{Jade} finish{ambient .2}]
- [pigment{radial frequency 10} finish{phong 1} rotate x*90]
- }
- }
- translate <-3,5.5,0>
- }
-
- object{Thing
- texture {
- average
- texture_map {
- [pigment{DMFWood4} scale 3 rotate x*80]
- [pigment{radial frequency 10} finish{phong 1} rotate x*90]
- }
- }
- translate <3,5.5,0>
- }
-
- object{Thing
- texture {
- average
- texture_map {
- [3.0 pigment{Jade} finish{ambient .2}]
- [1.0 pigment{radial frequency 10} finish{phong 1} rotate x*90]
- }
- }
- translate <-3,1,0>
- }
-
- object{Thing
- texture {
- average
- texture_map {
- [pigment{radial frequency 10} finish{phong 1} rotate x*90 translate < 1, 1,0>]
- [pigment{radial frequency 10} finish{phong 1} rotate x*90 translate <-1,-1,0>]
- }
- }
- translate <3,1,0>
- }
-
-