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 Scene Description File // File: newdiffract.pov // Author: Modified by Chris Huff, original author unknown // Description: A collection of glass objects, using photons and dispersion. #include "colors.inc" #include "woods.inc" #declare Photons = on; #declare Interior = interior { fade_distance 2 fade_power 3 ior 1.45 dispersion 0.1 //far outside the usual range, but produces interesting results dispersion_samples 12 } #macro PhotonBlock() #if (Photons) photons { target collect off reflection off refraction on } #end #end #declare Intensity = 20; #declare L_Fade_Distance = 20; #declare L_Fade_Power = 2; #declare Area_Light = off; #declare ALL = 8; //area light height (width?) #declare ALW = 8; //area light width #declare ALR = 6; //area light resolution global_settings { assumed_gamma 1 max_trace_level 5 #if (Photons) photons {spacing 0.02} #end } #default {finish {ambient 0}} camera { angle 45 location <5,-18, 6> direction <0, 0, 1.6542> sky z // Use right handed-system! up z // Where Z is up right x*image_width/image_height look_at <0, 0,-2.75> } light_source {<-50, 100, 65>, color White*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 #if (Photons) photons {refraction on reflection off} #end } sky_sphere { pigment { gradient y color_map { [0.0 color Gray10] [1.0 color Gray30] } } } #declare GlassTex = texture { pigment {color rgbf <1, 1, 1, 1>} finish { reflection 0.05 specular 1 roughness 0.001 metallic on // irid {0.65 // contribution to overall color // thickness 0.8 // affects frequency, or "busy-ness" // turbulence 0.1 // Variance in film thickness // } } } union { cylinder {<-3, 0, 0>, <3, 0, 0>, 0.3} torus {1, 0.25 rotate z*90} texture {GlassTex} interior {Interior} PhotonBlock() translate <0,-5,-0.75> } cylinder {<-0.5, 0, 0>, <0.5, 0, 0>, 0.3 translate <2,-5,-1.7> texture {GlassTex} interior {Interior} PhotonBlock() } torus {1.25, 0.25 rotate x*90 translate <5,-6.5,-1.75> texture {GlassTex} interior {Interior} PhotonBlock() } box {<-1,-1,-1>, <1, 1, 1> texture {GlassTex} interior {Interior} PhotonBlock() scale <3.0, 0.5, 0.5> translate -1.75*z rotate x*45 translate -1.5*y } sphere {<0, 0, 0>, 1 texture {GlassTex} interior {Interior} PhotonBlock() translate <5, 3,-1> } sphere {<0, 0, 0>, 1 texture {GlassTex} interior {Interior} PhotonBlock() translate <0, 3.0,-0.5> } sphere {<0, 0, 0>, 1 texture {GlassTex} interior {Interior} PhotonBlock() translate <-3.0, 3.0,-1> } cone {0, 1,-2*z, 0 texture {GlassTex} interior {Interior} PhotonBlock() translate <-4.0, 0.3, 0> } cone {0, 1,-2*z, 0 texture {GlassTex} interior {Interior} PhotonBlock() translate <4.0, 0.3, 0> } plane {z,-2 pigment {color Gray60} }
Et voici ce que nous obtenons :