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. // Demonstrates quilted normals global_settings {assumed_gamma 2.2} #include "colors.inc" #include "textures.inc" #include "shapes.inc" camera { location <-5, 6,-13> direction <0, 0, 2> right <1.3333, 0, 0> look_at <0, 0, 0> } light_source {<-10, 0.5,-4> color SkyBlue} light_source {<10, 20,-2> color Gray90 area_light <4 0 0> <0 0 4> 10 10 adaptive 1 jitter } // Sky sphere { <0, 0, 0>, 1 hollow on texture { pigment { gradient y color_map {[0, 1 color White color SkyBlue]} } finish {ambient 1 diffuse 0} } scale 100000 } #declare X_Scale = 100; union { plane {z, 0 hollow on} plane {y, 0 inverse} cylinder {<-2*X_Scale, 1,-1>, <2*X_Scale, 1,-1>, 1 clipped_by {box {<-X_Scale, 0,-1> <X_Scale, 1, 0>}} } texture { normal {quilted 1} pigment {checker color SkyBlue color Wheat} finish {Shiny} scale <0.5, 0.5, 0.5> translate y*100 translate .1 } clipped_by {box {<-X_Scale+0.1,-0.1,-10000> <X_Scale+0.1, 1000, 1>}} rotate -y*2 } sphere {<0, 1, 0>, 2 texture { pigment {White} finish {Mirror} normal {quilted 1 control0 0.5 control1 1 scale 0.45 turbulence 0.5 lambda 0.5 omega 0.707 octaves 4 } } translate <-2, 1,-4> }
Et voici ce que nous obtenons :
