4.1.7 Script glasschess

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// Persistence Of Vision Ray Tracer Scene Description File
// File: GlassChess.pov
// Vers: 3.5
// Desc: Three glass chesspieces.
// Date: 1999-06-22
// Updated: 2001-07-27
// Auth: Ingo Janssen

// with +w400 +h300 +a0.3
// on a PII, 233 MHz
// it takes 26 min to render
// so with the current GHz monsters ...

#version 3.5;
#include "chesspiece1.inc"

global_settings {
	assumed_gamma 1.0
	max_trace_level 15
}

light_source {
	<500, 50,-5>
	rgb 1
}

camera {
	location <5.5, 1,-7.0>
	look_at <0.0, 1, 0.0>
	angle 60
}

// Textures and materials
#declare Glass = texture {
	pigment {rgbf <0.98, 1.0, 0.98, 1>}
	finish {
		specular 1
		roughness 0.001
		ambient 0
		diffuse 0
		reflection {
			0, 1
			fresnel
		}
	}
}

#declare PieceTex = texture {
	pigment {rgbt <0.9, 0.9, 0.6, 0.6>}
	finish {reflection 0.3}
}

#declare SkyGlass = material {
	texture {
		pigment {rgbt <0.95, 0.95, 1, 1>}
		finish {
			diffuse 0.2
			ambient 0.05
			specular 1.5
			roughness 0.01
			brilliance 0.01
			reflection {
				0, 1
				fresnel
			}
		}
		normal {	// from a water by Jon S. Brandt.
			bozo
			normal_map {
				[0.30 waves translate -0.5 scale <1, 0.05, 1>*100000 frequency 100000]
				[0.70 ripples translate -0.5 scale <1, 0.70, 1>*100000 frequency 100000]
				[0.85 ripples translate -0.5 scale <1, 0.60, 1>*100000 frequency 100000]
				[1.00 ripples translate -0.5 scale 100000 frequency 100000]
			}
			scale 0.6
		}
	}
	interior {ior 1.33}
}

// start sky
sky_sphere {
	pigment {
		gradient y
		color_map {
			[0.0 color rgb <0.3, 0.05, 0.15>]
			[1.0 color rgb 1]
		}
 		translate <0,-0.1, 0>
	}
}

sphere {
	0, 5000
	scale <1, 0.3, 0.6>
	hollow
	pigment {
		bozo
		turbulence 0.1
		color_map {
			[0.0 color rgbt 1]
			[0.4 color rgbt 0.8]
			[1.0 color rgb 1]
		}
		scale <250, 500, 250>
	}
	finish {
		ambient 0.7
		diffuse 0
	}
	rotate <5, 0, 0>
}

sphere {
	0, 4000
	scale <1, 0.1, 0.6>
	hollow
	pigment {
		bozo
		turbulence 0.1
		color_map {
			[0.0 color rgbt 1]
			[0.3 color rgbt 0.8]
			[1.0 color rgb 1]
		}
		scale <250, 500, 250>
	}
	finish {
		ambient 0.4
		diffuse 0
	}
	rotate <5, 0, 0>
}

box {
	<-10, 3.5,-7>, <10, 3.51, 7>
	no_shadow
	material {SkyGlass}
}
// end sky

// chessboard
height_field {
	function 256, 256 {
		pigment {
			checker
			color rgb 1
			color rgb 0
			scale 1/8
		}
	}
	smooth
	translate <-0.5, 0.0,-0.5>
	scale <12,-0.5, 12>
	rotate <0, 270, 0>
	texture {Glass}
	interior {ior 1.2}
}

union {
	difference {
		box {<-7,-0.25,-7>, <7,-0.001, 7>}
		box {<-6,-0.30,-6>, <6, 0, 6>}
		pigment {rgb <0, 0, 0.5>}
	}
	box {
		<-6,-0.2,-6>, <6,-0.501, 6>
		texture {
			pigment {
				checker color rgb 1 color rgb <0, 0, 1>
				scale 1.5
				translate <1.5, 0, 0>
			}
		}
	}
	no_shadow
}
// end chessboard

// The pieces
difference {
	superellipsoid {
		<0.05, 0.05>
		translate <0, 1, 0>
		scale <0.5, 0.9, 0.5>
		pigment {rgbf 0.9}
		texture {Glass}
		interior {
			ior 1.5
			fade_distance 2
			fade_power 2
		}
	}
	object {
		Paard
		rotate <0,-90, 0>
		texture {PieceTex}
	}
	no_shadow
	rotate <0, 68, 0>
	translate <2.2*1.5, 0,-3.5*1.5>
}

difference {
	superellipsoid {
		<0.05, 0.05>
		translate <0, 1, 0>
		scale <0.5, 0.9, 0.5>
		texture {Glass}
		interior {
			ior 1.5
			fade_distance 2
			fade_power 2
		}
	}
	object {
		Loper
		texture {PieceTex}
	}
	no_shadow
	translate <1.5*1.5, 0,-1.5>
}

difference {
	superellipsoid {
		<0.05, 0.05>
		translate <0, 1, 0>
		scale <0.5, 0.75, 0.5>
		texture {Glass}
		interior {
			ior 1.5
			fade_distance 2
			fade_power 2
		}
	}
	object {
		Toren
		texture {PieceTex}
	}
	no_shadow
	translate <3.5*1.5, 0,-3.5*1.5>
}
// end pieces
Et voici ce que nous obtenons :
Cliquez pour télécharger l'image bmp en 1024*768


Pour le fichier inclus :

Dans 'glasschess' ...
4.1.7.1 Script chesspiece1

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