129 lines
2.7 KiB
POVRay
129 lines
2.7 KiB
POVRay
// Persistence Of Vision raytracer version 1.0 sample file.
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// By Various and Sundry
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//
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// Revision Note:
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// Reworked both the declared wood texture (turb and colormap) and
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// the application of it on the floor plane.
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// Note that wood doesn't really look like much until you get around
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// 640x480. Anti-aliasing helps even more to bring out the detail. -dmf
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#include "shapes.inc"
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#include "colors.inc"
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#include "textures.inc"
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// a light tan wood with brown rings
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#declare New_Tan_Wood = texture {
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wood
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turbulence 0.03
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colour_map {
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[0.0 0.4 colour red 0.6 green 0.45 blue 0.25
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colour red 0.65 green 0.45 blue 0.25]
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[0.4 1.01 colour red 0.6 green 0.4 blue 0.2
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colour red 0.25 green 0.15 blue 0.05]
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}
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}
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camera {
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direction <0.0 0.0 1.0>
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up <0.0 1.0 0.0>
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right <1.333 0.0 0.0>
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translate <0.0 0.0 -56.0>
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}
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// A bowl
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object {
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intersection {
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sphere { <0.0 0.0 0.0> 1.0 }
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sphere { <0.0 0.0 0.0> 0.9 }
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plane { <0.0 1.0 0.0> 0.5 }
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}
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bounded_by {
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sphere { <0.0 0.0 0.0> 21.0 }
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}
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scale < 20.0 20.0 20.0 >
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texture {
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colour Red
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ambient 0.2
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diffuse 0.8
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reflection 0.1
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}
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colour Red
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}
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// Water
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object {
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intersection {
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sphere { <0.0 0.0 0.0> 1.0 }
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plane { <0.0 1.0 0.0> 0.49 }
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}
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bounded_by {
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sphere { <0.0 0.0 0.0> 21.0 }
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}
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scale < 19.5 19.5 19.5 >
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texture {
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ripples 0.5
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frequency 100.0
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scale <100.0 100.0 100.0>
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reflection 0.6
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refraction 0.6
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ior 1.2
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}
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colour Grey
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}
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// Wood floor
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object {
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plane { <0.0 1.0 0.0> -20.0 }
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texture { 0.015 // seems to reduce "moire" effect on the grain
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New_Tan_Wood // Think of a log, facing you...
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scale <2 2 1> // z is infinite, so 1 is ok...
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rotate <0 90 0> // turn the "log" to the x axis
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rotate <0.0 0.0 10.0> // tilt the log just a little bit
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translate <0 -4 0> // lift it to where the rings are larger
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rotate <5 0 0> // tip it again, this time on x axis
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ambient 0.15
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diffuse 0.75
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reflection 0.1
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}
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colour Tan
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}
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// Back wall
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object {
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plane { <0.0 0.0 1.0> 100.0 }
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texture {
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Red_Marble
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scale <100.0 100.0 100.0>
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ambient 0.15
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diffuse 0.8
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reflection 0.1
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}
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color Pink
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}
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// A sky to reflect in the water
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object {
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plane { <0.0 1.0 0.0> 150.0 }
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texture {
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colour red 0.5 green 0.5 blue 1.0
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ambient 0.15
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diffuse 0.8
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}
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colour red 0.5 green 0.5 blue 1.0
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}
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// Light source
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object {
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light_source { <100.0 120.0 -130.0>
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colour White
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}
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}
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