Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// Persistence Of Vision raytracer version 3.5 sample file. #include "colors.inc" #include "woods.inc" global_settings {max_trace_level 5} #declare IOR = 1.45; #declare Fade_Distance = 2; #declare Fade_Power = 3; #declare Texture01 = texture { pigment {color rgbf <1, 1, 1, 1>} finish { diffuse 0.000001 metallic on ambient 0 reflection 0.05 specular 1 roughness 0.001 irid { 0.65 // contribution to overall color thickness 0.8 // affects frequency, or "busy-ness" turbulence 0.1 // Variance in film thickness } } } #declare Interior01 = interior { fade_distance Fade_Distance fade_power Fade_Power ior IOR caustics 1.0 } #declare Texture02a = texture { T_Wood1 scale 2 rotate x*90 translate x*5 finish {ambient 0.4} } #declare Texture02 = texture { pigment {color rgb <0.800, 0.800, 0.800>} finish { brilliance 0.5 metallic on diffuse 0.200 ambient 0.000 specular 0.300 roughness 0.02 } } #declare Texture03 = texture {Texture01} camera { // Camera StdCam angle 90 location <3.50,-15.00, 3.00> direction <0.0, 0.0, 1.6542> sky <0.0, 0.0, 1.0> // Use right handed-system ! up <0.0, 0.0, 1.0> // Where Z is up right <1.3333, 0.0, 0.0> look_at <0.000, 0.000,-2.7500> } #declare Intensity = 20; #declare L_Fade_Distance = 20; #declare L_Fade_Power = 2; #declare ALL = 8; #declare ALW = 8; #declare ALR = 6; #declare Area_Light = off; light_source { // Light1 <-0.2, 100, 65> color Cyan * Intensity #if (Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 jitter #end fade_distance L_Fade_Distance fade_power L_Fade_Power } light_source { // Light1 <0, 95, 65> color Yellow * Intensity #if (Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 jitter #end fade_distance L_Fade_Distance fade_power L_Fade_Power } light_source { // Light1 <0.2, 90, 65> color Magenta * Intensity #if (Area_Light) area_light x*ALL, z*ALW, ALR, ALR adaptive 1 #end jitter fade_distance L_Fade_Distance fade_power L_Fade_Power } sky_sphere { pigment { gradient y color_map { [0.0 color Gray10] [1.0 color Gray30] } } } union { cylinder {<-3, 0, 0>, <3, 0, 0>, 0.3} torus {1.0, 0.25 rotate z*90 } texture {Texture01} interior {Interior01} translate <0.0,-4.0,-0.5> } box {<-1,-1,-1>, <1, 1, 1> texture {Texture01} interior {Interior01} scale <3.0, 0.5, 0.5> translate -1.75*z rotate x*45 translate -1.5*y } sphere {<0, 0, 0>, 1 texture {Texture03} interior {Interior01} translate <3, 3,-1> } sphere {<0, 0, 0>, 1 texture {Texture03} interior {Interior01} translate <0, 3.0,-0.5> } sphere {<0, 0, 0>, 1 texture {Texture03} interior {Interior01} translate <-3.0, 3.0,-1> } cone {0, 1,-2*z, 0 texture {Texture03} interior {Interior01} translate <-4.0, 0.3, 0> } cone {0, 1,-2*z, 0 texture {Texture03} interior {Interior01} translate <4.0, 0.3, 0> } plane {z,-2 hollow on pigment {Gray60} }
Et voici ce que nous obtenons :