Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
Le fichier d'initialisation :
; Persistence Of Vision raytracer version 3.5 sample file.
Antialias = Off
Antialias_Threshold = 0.2
Antialias_Depth = 3
Input_File_Name = camera2.pov
Initial_Frame = 1
Final_Frame = 30
Initial_Clock = 0
Final_Clock = 1
Cyclic_Animation = on
Pause_when_Done = off
Le script :
// Persistence Of Vision raytracer version 3.5 sample file. // File by Dieter Bayer // Perturbed camera demonstration. // Use povray -icamera2.pov camera2.ini to trace. global_settings {assumed_gamma 2.2} #include "colors.inc" // camera used for perspective projection (POV-Ray standard) // looking at the center of the cage camera { perspective location <20, 30,-40> right <4/3, 0, 0> up <0, 1, 0> direction <0, 0, 1> look_at <0, 10, 0> angle 70 normal { waves 0.25 * (1 - clock) frequency 8 phase 3.14 * clock } } background {color red 0.078 green 0.361 blue 0.753} light_source {<100, 100,-100> color Gray60} light_source {<-100, 100,-100> color Gray60} #declare My_Texture_1 = texture { pigment {color red 1 green 0.75 blue 0.33} finish { diffuse 1 phong 0 phong_size 0 reflection 0 } } triangle {<50,-4, 50> <-50,-4, 50> <-50,-4,-50> texture {My_Texture_1}} triangle {<50,-4, 50> <-50,-4,-50> <50,-4,-50> texture {My_Texture_1}} #declare My_Texture_2 = texture { pigment {color red 1 green 0.9 blue 0.7} finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } /* red */ #declare My_Texture_3 = texture { pigment {color red 1 green 0 blue 0} finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } /* green */ #declare My_Texture_4 = texture { pigment {color red 0 green 1 blue 0} finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } /* blue */ #declare My_Texture_5 = texture { pigment {color red 0 green 0 blue 1} finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } /* yellow */ #declare My_Texture_6 = texture { pigment {color red 1 green 1 blue 0} finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } sphere {<10, 0, 10>, 4 texture {My_Texture_3}} sphere {<-10, 0,-10>, 4 texture {My_Texture_6}} sphere {<10, 0,-10>, 4 texture {My_Texture_5}} sphere {<-10, 0, 10>, 4 texture {My_Texture_4}} sphere {<-10, 20,-10>, 4 texture {My_Texture_6}} sphere {<10, 20,-10>, 4 texture {My_Texture_6}} sphere {<-10, 20, 10>, 4 texture {My_Texture_6}} sphere {<10, 20, 10>, 4 texture {My_Texture_6}} cylinder {<-10, 0,-10>, <10, 0,-10>, 2 texture {My_Texture_2}} cylinder {<10, 0,-10>, <10, 0, 10>, 2 texture {My_Texture_2}} cylinder {<10, 0, 10>, <-10, 0, 10>, 2 texture {My_Texture_2}} cylinder {<-10, 0, 10>, <-10, 0,-10>, 2 texture {My_Texture_2}} cylinder {<-10, 20,-10>, <10, 20,-10>, 2 texture {My_Texture_2}} cylinder {<10, 20,-10>, <10, 20, 10>, 2 texture {My_Texture_2}} cylinder {<10, 20, 10>, <-10, 20, 10>, 2 texture {My_Texture_2}} cylinder {<-10, 20, 10>, <-10, 20,-10>, 2 texture {My_Texture_2}} cylinder {<-10, 0,-10>, <-10, 20,-10>, 2 texture {My_Texture_2}} cylinder {<-10, 0, 10>, <-10, 20, 10>, 2 texture {My_Texture_2}} cylinder {<10, 0, 10>, <10, 20, 10>, 2 texture {My_Texture_2}} cylinder {<10, 0,-10>, <10, 20,-10>, 2 texture {My_Texture_2}}
Et voici ce que nous obtenons :
