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- // Persistence Of Vision raytracer version 3.1 sample file.
- // File By Dan Farmer and Tim Wegner
-
- // Low resolution versions of the images MTMAND.POT and MTMANDJ.PNG are
- // included so that you can render this scene, however in order to really
- // do the scene justice you should substitute higher resolution versions
- // of these images. MTMAND.PAR contains the fractal parameters to generate
- // both images using the DOS program FRACTINT.
-
-
- global_settings { assumed_gamma 2.2 }
-
- #include "shapes.inc"
- #include "colors.inc"
- #include "textures.inc"
- #declare PlanetColor = color red 0.65 green 0.65 blue 1.00;
-
- // The following constants simply make it easier to swap images of different
- // scales. Change ScaleX and ScaleZ if you generated the MTMAND.POT file at
- // a resolution different from 360 x 480 which Dan used.
-
- #declare ScaleX = 0.5625; // 360/(pot image width)
- #declare ScaleZ = 1.0 ; // 480/(pot image height)
-
- camera {
- location <-150.0, 300.0, -650.0>
- direction <0.0, 0.0, 4.0> // "Telephoto" lens, "compresses" distance
- up <0.0, 1.0, 0.0> // The distance also seems to smooth the h-field
- right <4/3, 0.0, 0.0>
- look_at <-40.0, 150.0, 0.0>
- }
-
- // Define a couple of colors for the light sources.
- #declare MainLight = color red 0.8 green 0.8 blue 0.8;
- #declare FillLight = color red 0.23 green 0.23 blue 0.25;
- // Light source (main)
- light_source { <-400.0, 300.0, -60.0> color MainLight }
- // Light source ( shadow filler )
- light_source { <-50.0, 300.0, -60.0> color FillLight }
-
- height_field {
- // 16 bit continuous potential Fractint fractal,
- // floating point activated to allow a large bailout value
- // Fractint parameters are:
- // type=mandel
- // corners=-0.1992/-0.1099914/1.0000046/1.06707
- // float=yes
- // maxiter=1500
- // potential=255/2200/1000/16bit
- // savename=mtmand
-
- pot "mtmand.pot"
- // pot "mtmand.pot" smooth // <== try this for high resolution renders
- // png "mtmand.png" smooth // <== do this instead if no POT available
- water_level 0.0
-
- pigment { White }
- finish {
- crand 0.025 // dither - not used often, but this image needs it.
- ambient 0.2 // Very dark shadows
- diffuse 0.8 // Whiten the whites
- phong 0.75 // Fairly shiny
- phong_size 100.0 // with tight highlights
- specular 1.0
- roughness 0.005
- }
-
- scale <640, 256, 480>
- scale <ScaleX, 0.5, ScaleZ> // Reduce the height, scale to 360 x 480
- translate <-180, 0.0, -240> // Center the image by half of ScaleX and ScaleZ
- }
-
- // Sky sphere
- sphere { <0.0, 0.0, 0.0>, 1200.0
- hollow on
- pigment {
- gradient y // Fade from yellow to orange to red to black
- color_map {
- [0.00 0.10 color Yellow color Orange] // Yellow at horizon
- [0.10 0.15 color Orange color Red] // Fade to orange to red
- [0.15 0.27 color Red color Black ] // then to dark red
- [0.27 1.01 color Black color Black ] // to Black at zenith
- }
- quick_color SummerSky
- scale 1000 // Big enough to surround the universe
- translate <0.0, -240.0, 0.0> // This ajusts for the viewer position
- }
- finish {
- ambient 1.0 // Keep objects from casting shadows
- diffuse 0.0 // All light comes from ambient sources
- }
- }
-
-
- // Planet
- sphere { <-95.0, 50.0, 600.0>, 35.0
- pigment { PlanetColor }
- normal {
- bump_map { // Bump texture with corresponding julia image
- // type=julia
- // corners=-1.568/1.568/-1.176/1.176
- // params=-0.1545957/1.0335373
- // float=yes
- // maxiter=256
- png "mtmandj.png"
- bump_size 15.0
- interpolate 4.0 // Smooth the image
- }
- // mapped image is 1x1x1, with lower left corner at 0,0,0
- translate <-0.5, -0.5, 0.0> // Center the image at origin
- scale <35.0, 35.0, 35.0>
- rotate 95*z // Tweak the positioning a little
- }
- finish {
- specular 0.35 // Fairly "dull" surface
- roughness 0.5 // spread the highlight
- ambient 0.0 // Dark shadows
- diffuse 0.75
- }
- }
-
- // end of file
-