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. // Scene by Dieter Bayer. // // This scene demonstrates distance based attenuation in translucent objects. #global_settings {assumed_gamma 2.2} #include "colors.inc" #declare IOR = 1.5; #declare Distance = 5; #declare Col1 = -15; #declare Col2 = 35; #declare Row1 = 30; #declare Row2 = -10; camera { orthographic location <0, 0,-100> right 80 * 4/3 * x up 80 * y look_at <0, 0, 0> } // Use beloved famous raytrace green/yellow checkered wall plane {-z,-20 pigment { checker color Yellow color Green scale 4 } finish { ambient 0.2 diffuse 0.8 } } // Make a prism. #declare Prism = prism { -0.5, 0.5, 4 <-1,-0.3>, <1, 0>, <-1, 0.3>, <-1,-0.3> scale 12 } // Translucent prism without attenuation object {Prism translate <Col1, Row1, 0> pigment {rgbt <1, 1, 1, 0.9>} finish { ambient 0 diffuse 0 phong 1 phong_size 200 } interior { ior IOR fade_distance Distance fade_power 0 } } // Translucent prism with linear attenuation object {Prism translate <Col2, Row1, 0> pigment {rgbt <1, 1, 1, 0.9>} finish { ambient 0 diffuse 0 phong 1 phong_size 200 } interior { ior IOR fade_distance Distance fade_power 1 } } // Translucent prism with quadratic attenuation object {Prism translate <Col1, Row2, 0> pigment {rgbt <1, 1, 1, 0.9>} finish { ambient 0 diffuse 0 phong 1 phong_size 200 } interior { ior IOR fade_distance Distance fade_power 2 } } // Translucent prism with cubic attenuation object {Prism translate <Col2, Row2, 0> pigment {rgbt <1, 1, 1, 0.9>} finish { ambient 0 diffuse 0 phong 1 phong_size 200 } interior { ior IOR fade_distance Distance fade_power 3 } } light_source {<10000, 10000,-10000> color White}
Et voici ce que nous obtenons (cliquez un objet pour avoir sa description) :
