Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// woodbox.pov // POV-Ray 3.5 scene file by Dan Farmer // Copyright POV-Team, 1995 // Demonstrates some of the woods.inc textures. // Several wooden spheres (and one glass one), in and around // a wooden box. #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "metals.inc" #include "glass.inc" #include "woods.inc" global_settings {max_trace_level 5} camera { location <-5, 10,-15> direction <0, 0, 2.25> right x*1.33 look_at <0, 0, 0> } // Uncomment the area lights only if you've got lots of time. #declare Dist = 80.0; light_source {<-50, 25,-50> color White fade_distance Dist fade_power 2 // area_light <-40, 0,-40>, <40, 0, 40>, 3, 3 // adaptive 1 // jitter } light_source {<50, 10,-4> color Gray30 fade_distance Dist fade_power 2 // area_light <-20, 0,-20>, <20, 0, 20>, 3, 3 // adaptive 1 // jitter } light_source {<0, 100, 0> color Gray30 fade_distance Dist fade_power 2 // area_light <-30, 0,-30>, <30, 0, 30>, 3, 3 // adaptive 1 // jitter } sky_sphere { pigment { gradient y color_map {[0, 1 color Gray50 color Gray80]} } } #declare M_Wood18B = color_map { [0.00 0.25 color rgbf <0.50, 0.26, 0.12, 0.10> color rgbf <0.54, 0.29, 0.13, 0.20>] [0.25 0.40 color rgbf <0.54, 0.29, 0.13, 0.20> color rgbf <0.55, 0.28, 0.10, 0.70>] [0.40 0.50 color rgbf <0.55, 0.28, 0.10, 0.70> color rgbf <0.50, 0.23, 0.15, 0.95>] [0.50 0.70 color rgbf <0.50, 0.23, 0.15, 0.95> color rgbf <0.56, 0.29, 0.17, 0.70>] [0.70 0.98 color rgbf <0.56, 0.29, 0.17, 0.70> color rgbf <0.54, 0.29, 0.13, 0.20>] [0.98 1.00 color rgbf <0.54, 0.29, 0.13, 0.20> color rgbf <0.50, 0.26, 0.12, 0.10>] } #declare Floor_Texture = texture {pigment {P_WoodGrain18A color_map {M_Wood18A}}} texture {pigment {P_WoodGrain12A color_map {M_Wood18B}}} texture { pigment {P_WoodGrain12B color_map {M_Wood18B}} finish {reflection 0.25} } #declare Floor = plane {y, 0 texture {Floor_Texture scale 0.5 rotate y*90 rotate <10, 0, 15> translate z*4 } } #declare T0 = texture {T_Wood19} #declare T = texture {T0 finish {specular 0.50 roughness 0.1 ambient 0.25} } #declare T1 = texture {T translate x*10 rotate <0, 87, 0>} #declare T2 = texture {T translate y*10 rotate <0, 1, 0>} #declare T3 = texture {T translate -x*10 rotate <0, 88, 0> translate z*100} #declare Front_Panel = box {<-3.75, 0.00,-0.5>, <3.75, 1.75, 0.0>} #declare Front_Top_Edge = cylinder {<-3.75, 1.75, 0.0>, <3.75, 1.75, 0.0>, 0.5} #declare Front_Right_Edge = cylinder {<3.75, 0.00, 0.0>, <3.75, 1.75, 0.0>, 0.5} #declare Front_Left_Edge = cylinder {<-3.75, 0.00, 0.0>, <-3.75, 1.75, 0.0>, 0.5} #declare Front_UL_Corner = sphere {<-3.75, 1.75, 0.0>, 0.5} #declare Front_UR_Corner = sphere {<3.75, 1.75, 0.0>, 0.5} #declare Left_Panel = box {<-0.50, 0,-2.75>, <0.50, 1.75, 2.75>} #declare Left_Top_Edge = cylinder {<0, 1.75,-2.75>, <0, 1.75, 2.75>, 0.5} #declare Left_End = intersection { union { object {Left_Panel} object {Left_Top_Edge} } plane {x, 0} texture {T2} bounded_by {box {<-0.501, 0.01,-3.251>, <0.01, 2.251, 3.251>}} } #declare Box_Front = intersection { union { object {Front_Panel} object {Front_Top_Edge} object {Front_Left_Edge} object {Front_Right_Edge} object {Front_UL_Corner} object {Front_UR_Corner} } plane {z, 0} texture {T1} bounded_by {box {<-4.251, 0.01,-0.51>, <4.251, 2.251, 0.01>}} } #declare Box_Bottom = box {<-3.75, 0.0,-2.75> <3.75, 0.25, 2.75> texture {T3}} #declare Box_Lid = box {<-3.75, 0.0,-2.75> <3.75, 0.25, 2.75> translate -2.75*z // put "hinge" at origin rotate x*25 // open the lid translate 2.75*z // move "hinge" back translate y*2 // lift to top texture {T3} } #declare Box = union { object {Box_Front translate -z*2.75} object {Box_Front scale <1, 1,-1> translate z*2.75} object {Left_End translate -x*3.75} object {Left_End scale <-1, 1, 1> translate x*3.75} object {Box_Lid} object {Box_Bottom} } #declare Spheres = union { // Inside of box sphere {<1.5, 1.5,-0.75>, 1.25 texture { T_Wood14 finish {specular 0.35 roughness 0.05 ambient 0.3} translate x*1 rotate <15, 10, 0> translate y*2 } } // Inside of box sphere {<-1.5, 1.25, 0.5>, 1 texture {T_Wood18 finish {specular 0.25 roughness 0.025 ambient 0.35} scale 0.33 translate x*1 rotate <10, 20, 30> translate y*10 } } // Inside of box sphere {<-0.75, 1.0,-1.5>, 0.75 texture {T_Wood10 finish {specular 0.5 roughness 0.005 ambient 0.35} translate x*1 rotate <30, 10, 20> } } // Outside of box sphere {<-0.75, 0.75,-4.25>, 0.75 texture {T_Wood4 finish {specular 0.25 roughness 0.015 ambient 0.2} } } // Outside of box sphere {<-2.25, 0.45,-4.5>, 0.45 texture {T_Wood20 finish {specular 0.15 roughness 0.15 ambient 0.3} rotate <45, 10, 45> translate x*10 } } // Outside of box sphere {<-5.5, 0.95, 0.8>, 0.95 texture {T_Glass4} interior {I_Glass caustics 1}} // Outside of box sphere {<-5.00, 0.75,-2.0>, 0.75 texture {T_Copper_2B}} // Outside of box sphere {<-1.75, 0.40,-5.4>, 0.40 texture {T_Brass_3B}} } union { object {Floor} object {Box} object {Spheres} rotate -y*35 }
Et voici ce que nous obtenons :
