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- // Persistence Of Vision raytracer version 3.1 sample file.
- // A couple of tricks with spotlights and wood texture here.
- // File by Dan Farmer.
-
- global_settings { assumed_gamma 2.2 }
-
- #include "colors.inc"
- #include "shapes.inc"
-
- camera {
- location <-8, 3, -14>
- direction <0, 0, 1>
- up <0, 1, 0>
- right <4/3, 0, 0>
- look_at <0, 0, 0>
- }
-
- // Overhead spotlight, shining "backwards"
- light_source {
- <0, 50, -1> color LightGray
- spotlight
- point_at <0, 0, 8>
- tightness 50
- radius 50
- falloff 100
- }
-
- // Ground plane
- plane { y, -1
- pigment {White}
- finish {
- ambient 0.3
- diffuse 0.7
- specular 0.5 roughness 0.05
- }
- }
-
- // Three spotlights positioned in front of three cylinders. These could
- // be put into composites if you wanted to really do it right. Each light
- // is associated with a cylinder.
- //----------
- // Red spotlight, goes with left cylinder
- light_source {
- <-3, -0.5, -2>
- color Red
- spotlight
- point_at <-3, -1, -10>
- tightness 10
- radius 100
- falloff 250
- }
-
- // Green spotlight, goes with center cylinder
- light_source {
- <0, -0.5, -2>
- color Green
- spotlight
- point_at <0, -1, -10>
- tightness 10
- radius 100
- falloff 250
- }
-
- // Blue spotlight, goes with right cylinder
- light_source {
- <3, -0.5, -2> color Blue
- spotlight
- point_at <3, -1, -10>
- tightness 10
- radius 100
- falloff 250
- }
-
- // Set default textures for shapes to come
- default {
- finish {
- ambient 0.5 // Unusually high ambient setting.
- diffuse 0.5 // Unusually low diffuse setting.
- reflection 0.15
- specular 0.25 roughness 0.001
- }
- }
-
- #declare L_Interior =
- interior{
- fade_distance 6
- fade_power 2
- }
-
-
- // Red cylinder on the left. Goes with red spotlight.
- object { Disk_Z
- interior{L_Interior}
- pigment {
- wood
- turbulence 0 // I want concentric rings, not wood.
- // colormap from opaque red to "clear red"
- color_map {[0, 1 color Red filter 0 color Red filter 1] }
- scale <2, 2, 1>
- }
-
- scale <1, 1, 6> // Scale texture with the object now.
- translate <-3, 0, 4> // Move it to its final restingplace
- }
-
- // Green cylinder in the center. Goes with green spotlight.
- object { Disk_Z
- interior{L_Interior}
- pigment {
- wood
- turbulence 0 // I want concentric rings, not wood.
- // colormap from opaque green to "clear green"
- color_map {[0, 1 color Green filter 0 color Green filter 1] }
- scale <2, 2, 1>
- }
-
- scale <1, 1, 6>
- translate <0, 0, 4>
- }
-
- // Blue cylinder on the right. Goes with blue spotlight, right?
- object { Disk_Z
- interior{L_Interior}
- pigment {
- wood
- turbulence 0 // I want concentric rings, not wood.
- // colormap from opaque blue to "clear blue"
- color_map {[0, 1 color Blue filter 0 color Blue filter 1] }
- scale <2, 2, 1>
- }
-
- scale <1, 1, 6>
- translate <3, 0, 4>
- }
-
-