4.1.12 Script piece3

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// Persistence Of Vision raytracer version 3.5 sample file.
// updated for compatibility with POV-Ray v3.5 by Ken Tyler on 08-26-01
// piece 3
// by Truman Brown (12/91)
// Due to the large number of objects, you will probably have to
// have a lot of memory to render this scene.
// Rendering time using a 25Mhz 386 w/Cyrix fpu is approximately 60 hours.

// NOTE: The following comment by Truman is no longer relevant. The
// gamma has been modified by the assumed_gamma setting below. -dmf
//
// The lighting is intentionally dim when the image is rendered.
// You can enhance the image using PicLab's gamma, brightness, and
// contrast command when you post-process the image.

global_settings {assumed_gamma 0.8 max_trace_level 5}

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"

#declare YourTexture =
texture {	/* Dan Farmer's oak texture */
	pigment {
		wood
		turbulence 0.05
		color_map {
			[0.00 0.10 color red 0.42 green 0.26 blue 0.15
			color red 0.42 green 0.26 blue 0.15]
			[0.10 0.90 color red 0.42 green 0.26 blue 0.15
			color red 0.52 green 0.37 blue 0.26]
			[0.90 1.01 color red 0.52 green 0.37 blue 0.26
			color red 0.52 green 0.37 blue 0.26]
		}
		rotate 90*x
		scale 3
	}
}

#declare BallTexture1 =	/* Shiny sugar candy red */
texture {
	pigment {Firebrick}
	finish {
		ambient 0.0
		diffuse 0.6
		specular 1.00
		roughness 0.00001
	}
}

#declare RodTexture1 =	/* Dim goldish */
texture {
	pigment {Sienna}
	finish {
		ambient 0.0
		diffuse 0.6
		specular 1.00
		roughness 0.00001
	}
}

#include "curly-q.inc"	/* 1251 spheres rotating around in a ring */
/* brought to you by Spiral 2.0 and ctds 1.6 */

camera {
	location <7.0, 50.0,-30.0>	/* Up high and in close. */
	direction <0.0, 0.0, 2.0>	/* Though this doesn't highlight */
	up <0.0, 1.0, 0.0>	/* the height of the piece, it */
	right <4/3, 0.0, 0.0>	/* gives the effect i'm looking */
	look_at <0.0, 15.0, 0.0>	/* for. Feel free to change. */
}

light_source {<99, 70,-90> color red 0.1 green 0.1 blue 0.1}
light_source {<-35, 80,-80> color red 0.5 green 0.5 blue 0.5}

#declare xrod =	/* Horizontal left-right rod floating at <0 0 0> */
object {
	Cylinder_X
	clipped_by {
		plane {x, 100.0}
		plane {-x, 100.0}
	}
	texture {RodTexture1}
	scale <1.0, 0.3, 0.3>
}

#declare zrod =	/* Horizontal in-out rod floating at <0 0 0> */
object {
	Cylinder_Z
	clipped_by {
		plane {z, 100.0}
		plane {-z, 100.0}
	}
	texture {RodTexture1}
	scale <0.3, 0.3, 1.0>
}

union {	/* Build a floor grid */
	object {zrod translate <-100, 0, 0>}	/* extending beyond */
	object {zrod translate <-92, 0, 0>}	/* camera view to be */
	object {zrod translate <-84, 0, 0>}	/* captured in reflec-*/
	object {zrod translate <-76, 0, 0>}	/* tions. */
	object {zrod translate <-68, 0, 0>}
	object {zrod translate <-60, 0, 0>}
	object {zrod translate <-52, 0, 0>}
	object {zrod translate <-44, 0, 0>}
	object {zrod translate <-36, 0, 0>}
	object {zrod translate <-28, 0, 0>}
	object {zrod translate <-20, 0, 0>}
	object {zrod translate <-12, 0, 0>}
	object {zrod translate <-4, 0, 0>}
	object {zrod translate <4, 0, 0>}
	object {zrod translate <12, 0, 0>}
	object {zrod translate <20, 0, 0>}
	object {zrod translate <28, 0, 0>}
	object {zrod translate <36, 0, 0>}
	object {zrod translate <44, 0, 0>}
	object {zrod translate <52, 0, 0>}
	object {zrod translate <60, 0, 0>}
	object {zrod translate <68, 0, 0>}
	object {zrod translate <76, 0, 0>}
	object {zrod translate <84, 0, 0>}
	object {zrod translate <92, 0, 0>}
	object {zrod translate <100, 0, 0>}

	object {xrod translate <0, 0,-100>}
	object {xrod translate <0, 0,-92>}
	object {xrod translate <0, 0,-84>}
	object {xrod translate <0, 0,-76>}
	object {xrod translate <0, 0,-68>}
	object {xrod translate <0, 0,-60>}
	object {xrod translate <0, 0,-52>}
	object {xrod translate <0, 0,-44>}
	object {xrod translate <0, 0,-36>}
	object {xrod translate <0, 0,-28>}
	object {xrod translate <0, 0,-20>}
	object {xrod translate <0, 0,-12>}
	object {xrod translate <0, 0,-4>}
	object {xrod translate <0, 0, 4>}
	object {xrod translate <0, 0, 20>}
	object {xrod translate <0, 0, 36>}
	object {xrod translate <0, 0, 52>}
	object {xrod translate <0, 0, 64>}
	object {xrod translate <0, 0, 72>}
	object {xrod translate <0, 0, 80>}
	object {xrod translate <0, 0, 88>}
	object {xrod translate <0, 0, 100>}
	// bounded_by {
		// object {Cube scale <101.0, 0.5, 101.0>}
	// }
}

sphere {	/* Big ellipsoid to reflect stuff */
	<0, 0, 0>, 1
	scale <6.25, 4.0, 6.25>
	translate <0.0, 14.5, 0.0>
	texture {
		pigment {SteelBlue}
		finish {
			ambient 0.0
			diffuse 0.6
			reflection 0.99
			specular 1.0
			roughness 0.00001
		}
	}
}

plane {	/* Sub-plane {to reflect poles and curly-q */
	y, -1.5
	texture {
		pigment {
			marble
			turbulence 0.65
			color_map {
				[0.0 0.67 color Black
				color DimGray]
				[0.67 0.775 color DimGray
				color SteelBlue]
				[0.775 1.001 color SteelBlue
				color Black]
			}
			scale <10, 8, 8>
			scale <20, 20, 20>	/* Double scaled while debugging. */
		}
		finish {
			ambient 0.05
			diffuse 0.75
			specular 1.0
			roughness 0.00002432
			reflection 0.95
		}
	}	/* This gets the gray under the */
}	/* curly-q and gets the blue to */
/* reflect off the curly-q nicely.*/

object {spirals translate <0.0, 14.75, 0.0>}	/* The curly-q! */

#declare ball =	/* Ball to top poles placed inside of curly-q */
sphere {
	<0, 14.75, 0>, 2
	texture {
		pigment {Firebrick}
		finish {
			reflection 0.95
			ambient 0.0
			diffuse 0.5
			specular 1.0
			roughness 0.00001
		}
	}
}

#declare pole =	/* Pole to be placed inside of curly-q */
object {
	Disk_Y
	scale <0.5, 14.75, 0.5>
	texture {
		pigment {Firebrick}
		finish {
			reflection 0.95
			ambient 0.0
			diffuse 0.5
			specular 1.0
			roughness 0.00001
		}
	}
}
/* Construct the poles. */
object {pole translate <11, 0, 0> rotate <0, 18, 0>}	/* Could have made this */
object {pole translate <11, 0, 0> rotate <0, 54, 0>}	/* a composite, but */
object {pole translate <11, 0, 0> rotate <0, 90, 0>}	/* didn't see the point.*/
object {pole translate <11, 0, 0> rotate <0, 126, 0>}
object {pole translate <11, 0, 0> rotate <0, 162, 0>}
object {pole translate <11, 0, 0> rotate <0, 198, 0>}
object {pole translate <11, 0, 0> rotate <0, 234, 0>}
object {pole translate <11, 0, 0> rotate <0, 270, 0>}
object {pole translate <11, 0, 0> rotate <0, 306, 0>}
object {pole translate <11, 0, 0> rotate <0, 342, 0>}
/* Construct the balls. */
object {ball translate <11, 0, 0> rotate <0, 18, 0>}
object {ball translate <11, 0, 0> rotate <0, 54, 0>}
object {ball translate <11, 0, 0> rotate <0, 90, 0>}
object {ball translate <11, 0, 0> rotate <0, 126, 0>}
object {ball translate <11, 0, 0> rotate <0, 162, 0>}
object {ball translate <11, 0, 0> rotate <0, 198, 0>}
object {ball translate <11, 0, 0> rotate <0, 234, 0>}
object {ball translate <11, 0, 0> rotate <0, 270, 0>}
object {ball translate <11, 0, 0> rotate <0, 306, 0>}
object {ball translate <11, 0, 0> rotate <0, 342, 0>}

#declare Connector_1 = cylinder {
	<0, 0, 0>, <1, 0, 0>, 1
	texture {
		pigment {DimGray}
		finish {
			ambient 0.0
			diffuse 0.6
			specular 1.0
			roughness 0.00001
			reflection 0.25
		}
	}
}

#include "links.inc"	/* Poles linking interior balls and poles */
object {links rotate <0, 18, 0> translate <0.0, 14.75, 0.0>}
Et voici ce que nous obtenons :
Cliquez pour télécharger l'image bmp en 1024*768


Aucun fichier inclus n'est placé en ligne pour des raisons de poids ou d'intérêt. Quand aux acteurs, dans l'ordre d'apparition, nous avons ball et pole.
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