home *** CD-ROM | disk | FTP | other *** search
- // Persistence Of Vision raytracer version 3.0 sample file.
- // File by Dan Farmer
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- #include "colors.inc"
- #include "textures.inc"
- #include "glass.inc"
- #include "woods.inc"
-
- camera {
- location <0.0, 1.5, -2>
- direction <0, 0, 1>
- up <0, 1, 0>
- right <4/3, 0, 0>
- look_at <0, 0, 0>
- }
-
- // Light source (backlit)
- light_source {<0, 30, 10> color White
- spotlight
- point_at <0,0,0>
- radius 8
- falloff 20
- }
-
- // A "sky sphere" to reflect in the glass
- sky_sphere {
- pigment {
- gradient y
- color_map {
- [0.0 Black ]
- [1.0 Gray50 ]
- }
- }
- }
-
- plane { y, -1
- texture {
- pigment {
- P_WoodGrain4A
- color_map { M_Wood4A }
- // scale 0.5
- translate <-1.5, 0.3, 1>
- warp
- {
- black_hole <0.5, 0, 0.5>, 1.25
- falloff 2
- strength 2
- inverse
- turbulence <0.15, 0.15, 0.15>
- }
- warp
- {
- black_hole <-1.5, 0, 0.3>, 1.5
- falloff 2
- strength 2
- inverse
- turbulence <0.75, 0.75, 0.75>
- }
- warp
- {
- black_hole <1, 0, -0.5>, 1.95
- falloff 1
- strength 2
- inverse
- turbulence <0.05, 0.05, 0.05>
- }
- }
- scale <1, 1, 2>
- }
- }
-
- // Crystal dish
- intersection {
- sphere {<0, 0, 0>, 1}
- sphere {<0, 0.25, 0>, 0.75 inverse}
- plane {y, 0.75 }
- texture {T_Glass3
- finish{
- reflection 0.25
- caustics 2.0
- fade_distance 2
- fade_power 2
- }
- }
- }
-
-