4.1.20 Script diffract

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 :


Et maintenant, vous pouvez voir les différences avec Area_Light ou revenir à la classique.

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