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- // Persistence Of Vision raytracer version 1.0 sample file.
-
- // By David Buck
-
- #include "colors.inc"
-
- camera {
- location <0.0 10.0 200.0>
- direction <0.0 0.0 -1.0>
- up <0.0 1.0 0.0>
- right <1.333333 0.0 0.0>
- look_at <0.0 130.0 -300.0>
- }
-
- /* Define the ocean surface */
- object {
- plane { <0.0 1.0 0.0> -10.0 }
-
- texture {
- colour red 1.0 green 0.3
- waves 0.05
- frequency 5000.0
- scale <3000.0 3000.0 3000.0>
- reflection 1.0
- }
- colour red 1.0 green 0.3
- }
-
- /* Put a floor underneath to catch any errant waves from the ripples */
- object {
- plane { <0.0 1.0 0.0> -11.0 }
- texture {
- 0.05
- colour red 1.0 green 0.3
- ambient 1.0
- diffuse 0.0
- }
- colour red 1.0 green 0.3
- }
-
- /* Now draw the sky */
- object {
- sphere { <0.0 0.0 0.0> 400.0 }
-
- texture {
- gradient <0.0 1.0 0.0>
- colour_map { [0.0 0.8 colour red 1.0 green 0.3 blue 0.0
- colour red 0.7 green 0.7 blue 1.0]
- [0.8 1.0 colour red 0.7 green 0.7 blue 1.0
- colour red 0.7 green 0.7 blue 1.0]
- }
- scale <400.0 400.0 400.0>
- ambient 0.7
- diffuse 0.0 /* we don't want clouds casting shadows on the sky */
- }
- colour red 0.7 green 0.7 blue 1.0
- }
-
- /* Put in a few clouds */
- object {
- sphere { <0.0 0.0 0.0> 259.0 }
-
- texture {
- bozo
- turbulence 0.5
- colour_map {
- [0.0 0.6 colour red 1.0 green 1.0 blue 1.0 alpha 1.0
- colour red 1.0 green 1.0 blue 1.0 alpha 1.0]
- [0.6 0.8 colour red 1.0 green 1.0 blue 1.0 alpha 1.0
- colour red 1.0 green 1.0 blue 1.0]
- [0.8 1.001 colour red 1.0 green 1.0 blue 1.0
- colour red 0.8 green 0.8 blue 0.8]
- }
- scale <100.0 20.0 100.0>
- rotate <0 20 0>
- ambient 0.7
- diffuse 0.0
- }
- colour red 0.7 green 0.7 blue 1.0
- }
-
- /* Now to cast some light on the subject */
- object {
- union {
- sphere { <0 0 0 > 40
- texture {
- colour red 1.0 green 0.6 alpha 0.35
- ambient 1.0
- diffuse 0.0
- }
- }
- light_source { <0 0 0> colour White }
- }
- translate <0 60 -300>
- }
-