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- // Persistence Of Vision raytracer version 2.0 sample file.
-
- // By Various and Sundry
- //
- // Revision Note:
- // Reworked both the declared wood texture (turb and colormap) and
- // the application of it on the floor plane.
- // Note that wood doesn't really look like much until you get around
- // 640x480. Anti-aliasing helps even more to bring out the detail. -dmf
-
- #include "shapes.inc"
- #include "colors.inc"
- #include "textures.inc"
-
- // a light tan wood with brown rings
- #declare New_Tan_Wood = pigment {
- wood
- turbulence 0.03
- colour_map {
- [0.0 0.4 colour red 0.6 green 0.45 blue 0.25
- colour red 0.65 green 0.45 blue 0.25]
- [0.4 1.01 colour red 0.6 green 0.4 blue 0.2
- colour red 0.25 green 0.15 blue 0.05]
- }
- }
-
- camera {
- direction <0.0, 0.0, 1.0>
- up <0.0, 1.0, 0.0>
- right <4/3, 0.0, 0.0>
- translate <0.0, 0.0, -56.0>
- }
-
-
- // A bowl
- intersection {
- sphere { <0.0, 0.0, 0.0>, 1.0 }
- sphere { <0.0, 0.0, 0.0> 0.9 }
- plane { y, 0.5 }
-
- bounded_by {
- sphere { <0.0, 0.0, 0.0> 21.0 }
- }
-
- scale 20.0
-
- pigment { Red }
- finish {
- ambient 0.2
- diffuse 0.8
- reflection 0.1
- }
- }
-
- // Water
- intersection {
- sphere { <0.0, 0.0, 0.0>, 1.0 }
- plane { y, 0.49 }
-
- bounded_by {
- sphere { <0.0, 0.0, 0.0>, 21.0 }
- }
-
- scale 19.5
-
- pigment { Black }
- normal {
- ripples 0.5
- frequency 100.0
- scale 100.0
- }
- finish {
- reflection 0.6
- refraction 0.6
- ior 1.2
- }
- }
-
-
- // Wood floor
- plane { y, -20.0
- pigment { // seems to reduce "moire" effect on the grain
- New_Tan_Wood // Think of a log, facing you...
- scale <2, 2, 1> // z is infinite, so 1 is ok...
- rotate <0, 90, 0> // turn the "log" to the x axis
- rotate <0.0, 0.0, 10.0> // tilt the log just a little bit
- translate <0, -4, 0> // lift it to where the rings are larger
- rotate <5, 0, 0> // tip it again, this time on x axis
- }
-
- finish {
- crand 0.015
- ambient 0.15
- diffuse 0.75
- reflection 0.1
- }
- }
-
-
- // Back wall
- plane { z, 100.0
-
- pigment {
- Red_Marble
- scale 100.0
- }
- finish {
- ambient 0.15
- diffuse 0.8
- reflection 0.1
- }
- }
-
- // A sky to reflect in the water
- plane { y, 150.0
-
- pigment { colour red 0.5 green 0.5 blue 1.0 }
- finish {
- ambient 0.15
- diffuse 0.8
- }
- }
-
- // Light source
- light_source { <100.0, 120.0, -130.0> colour White }
-