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- // Persistence Of Vision Raytracer version 1.0 sample file.
- // Dark, smokey glass ball
- // Quick example of how to make a "black" filter.
- // Just use dark shades of gray.
-
- #declare Gray90 = color red .9 green .9 blue .9
- #declare Gray80 = color red .8 green .8 blue .8
- #declare Gray70 = color red .7 green .7 blue .7
- #declare Gray60 = color red .6 green .6 blue .6
- #declare Gray40 = color red .4 green .4 blue .4
- #declare Gray30 = color red .3 green .3 blue .3
-
- #declare White = color red 1 green 1 blue 1
- #declare Blue = color blue 1
- #declare Red = color red 1
- #declare Yellow = color red 1 green 1
-
- #declare Black_Smoke =
- texture {
- bozo
- turbulence 0.2
- color_map {
- [ 0 .1 color Gray80 alpha 1 color Gray60 alpha .7 ]
- [ .1 1 color Gray60 alpha .7 color Gray30 alpha 0.6 ]
- }
- }
- #declare Dark_Smoke =
- texture {
- bozo
- turbulence 0.2
- color_map {
- [ 0 .1 color Gray90 alpha 1 color Gray70 alpha .8 ]
- [ .1 1 color Gray70 alpha .8 color Gray40 alpha 0.7 ]
- }
- }
-
- camera {
- location <0.0 3.0 -10.0>
- direction <0.0 0.0 1.0>
- up <0.0 1.0 0.0>
- right <1.33333 0.0 0.0>
- look_at <0 2 0>
- }
-
- // Light source
- object {
- light_source {
- <10 20 -30>
- color White
- }
- }
-
- // Leopard Sky
- object {
- sphere { <0 0 0> 100 }
- texture {
- leopard
- color_map { [ 0 1 color Yellow color Red ] }
- ambient .8 // make it "glow"
- diffuse 0
- scale <5 5 5>
- }
- }
- // Black Glass Sphere
- object {
- sphere { <0 3 0> 3 }
- // Try with no refraction or specular
- texture { Dark_Smoke specular .9 roughness .001 ior 1.51 refraction 1 }
- }
- // Bright and Hokey checkered floor
- object { plane { <0 1 0> 0 } texture { checker color White color Blue diffuse .8 scale <5 5 5>} }
-
-