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- // Persistence Of Vision raytracer version 3.0 sample file.
- // Fun with filter (and other neat tricks).
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- #include "shapes.inc"
- #include "colors.inc"
-
- camera {
- location <0, 2, -4.5>
- direction <0, 0, 1>
- up <0, 1, 0>
- right <4/3, 0, 0>
- look_at <0, 0.4, 0>
- }
-
- // Floor, with phoney gray "planks"
- plane { y, 0
-
- pigment {
- gradient x
- color_map {
- [0, 0.25 color Gray color Gray]
- [0.25, 0.50 color DimGray color LightGray]
- [0.50, 0.75 color LightGray color Gray]
- [0.75, 1 color Gray color Gray]
- }
- scale <0.45, 1, 1>
- }
- finish{ambient 0.1 diffuse 0.7}
- }
-
- // Note: Clear = color White filter 1
-
- // A blobby sphere
- sphere { <0, 1, -1.5>, 1
- pigment {
- bozo
- turbulence 0.5
- octaves 1
- scale 0.2
- color_map {
- [0, 0.5 color red 1 filter 0.5 color red 1 filter 1]
- [0.5, 1 color Clear color Clear]
- }
- }
- finish {ambient 0.15 diffuse 0.7}
- }
-
- // A sliced green box
- object { UnitBox
- rotate 45*y
- translate <-4, 1, 4>
-
- pigment {
- gradient y
- color_map {
- [0, 0.5 color Green color Green]
- [0.5, 1 color Clear color Clear]
- }
- scale 0.5
- }
- }
-
- // A yellow, swirly finite cylinder
- object { Disk_Y
- translate <4, 1, 4>
-
- pigment {
- gradient y
- turbulence 2
- octaves 1
- color_map {
- [0, 0.5 color Yellow color Yellow]
- [0.5, 1 color Clear color Clear]
- }
- scale 0.5
- }
- }
-
- light_source { <10, 12, -40> colour White }
-