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- // Persistence Of Vision raytracer version 3.1 sample file.
- // File by Dan Farmer
- // Broken dowel, uses clipped heightfields and heightfield as a clipping
- // object to create the fractured end of the dowel. Uses a Fractint
- // "plasma cloud" image for the heightfield. (just about any size will do).
-
-
- global_settings { assumed_gamma 2.2 }
-
- #include "colors.inc"
- #include "textures.inc"
- #include "shapes.inc"
- #include "stones.inc"
-
- camera {
- location <0, 6, -6>
- direction <0, 0, 2>
- right <1.333, 0, 0>
- look_at <0, 0, 0>
- }
-
- #declare Column_Texture = texture {
- pigment {
- DMFWood1 // (or whatever its called now)
- scale <0.75, 0.75, 1> // smaller rings
- rotate 89.85*x // turn it so the rings are (almost) up
- }
-
- finish {
- ambient 0.1
- diffuse 0.55
- }
- }
-
- // Note: using the HF_Image declaration gives an Exception 17. Why?
- #declare HF_Image = height_field { png "plasma2.png" }
-
- #declare HF_Translate = <-0.5, 0, -0.5>;
- #declare HF_Roughness = 2;
- #declare HF_Scale = <6, HF_Roughness, 6>;
-
- union {
- // This first object is a heightfield clipped to a round disk shape
- // and is used for the "end cap" for the cylinder object that follows.
- height_field {
- png "plasma2.png"
- translate HF_Translate
- scale HF_Scale
-
- clipped_by { object { Cylinder_Y } }
- texture { Column_Texture }
- }
-
- // This is essentially the inverse of the above shape; a cylinder that
- // has been clipped by the same heightfield as used to create the cap
- // above. This yeilds a cylinder with a jaggy edge that mates with
- // the clipped heightfield. Note that this cylinder, while it starts
- // life with an infinate length, will now be clipped on both the top
- // and the bottom to the same length as the heightfield height.
- object {
- Cylinder_Y
- clipped_by {
- height_field {
- png "plasma2.png"
- translate HF_Translate
- scale HF_Scale
- }
- }
- texture { Column_Texture }
- }
- // Now we've gotta "glue" a disk to the underside of the cylinder
- // so that the object can be made longer. Overall object height
- // will be HF_Roughness + the Y scale used below.
- object {
- object { Disk_Y translate -1*y }
- texture { Column_Texture }
- scale <1, 3, 1>
- }
- }
-
- sphere { <0, 0, 0>, 100000
- hollow on
- pigment { Gray30 }
- finish { ambient 0.75}
- }
-
- light_source { <10, 50, 1> color Gray30 }
- light_source { <60, 50, -100> color red 1 green 1 blue 1 }
-