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- // Persistence Of Vision raytracer version 1.0 sample file.
-
- // By Dan Farmer
-
- // Demonstrates one use of the powerful alpha parameter for colors.
-
- #include "colors.inc"
-
- camera {
- location <-1.5 30.0 -150.0>
- direction <0.0 0.0 2.0>
- up <0.0 1.0 0.0>
- right <1.33333 0.0 0.0>
- look_at <0.0 25.0 35.0>
- }
-
- object { /* Basic Light source */
- light_source { <100.0 100.0 -200.0>
- colour White
- }
- }
-
- /* Now draw the sky */
- object {
- sphere { <0.0 0.0 0.0> 200000.0 }
- texture {
- bozo
- turbulence 0.35
- colour_map {
- [0.0 0.5 colour red 0.5 green 0.6 blue 1.0
- colour red 0.6 green 0.5 blue 1.0]
- [0.5 0.6 colour red 0.5 green 0.6 blue 1.0
- colour red 1.0 green 1.0 blue 1.0]
- [0.6 1.001 colour red 1.0 green 1.0 blue 1.0
- colour red 0.5 green 0.5 blue 0.5]
- }
- scale <100000.0 10000.0 100000.0>
- ambient 1.0
- diffuse 0.0
- }
- colour SkyBlue
- }
-
- object {
- plane { <0.0 1.0 0.0 > 0.0 }
- texture { colour NeonBlue reflection 0.15 }
- color White
- }
-
- /*******************************************************************************/
- /*
- This next object uses the alpha parameter to make a sphere with
- a "cutout" checker pattern.
-
- Don't limit this idea to checker patterns. Try it with gradient and
- bozo, for example. Or maybe marble with alpha 1.0 for all but the
- "veins".
- Try a series of "nested" concentric spheres, all with the transparent
- checker pattern as its surface, perhaps in different colors.
- */
-
- object {
- sphere { <0.0 25.0 0.0 > 25.0 }
- texture {
- checker colour YellowGreen
- colour Clear
- scale <4.0 50.0 2.0>
- rotate <90 0.0 -90.0>
- brilliance 8
- phong 1
- phong_size 100
- }
- color White
-
- bounded_by {
- sphere { <0.0 25.0 0.0> 25.2 }
- }
- }
-