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. // A synthetic photograph by Dan Farmer //--------------------------------------------------------- // This scene file was designed to emulate the digitized photographic image // of a crystal sphere { on a checkerboard that David Buck took, and to // verify or refute the correctness of the current refractive functions // in POV-Ray. The original image is available on CompuServe // (GO GRAPHDEV), by the name of crysta.gif. //------------------------------------------------------------------------- #include "colors.inc" #include "shapes.inc" #include "textures.inc" global_settings { assumed_gamma 2.2 max_trace_level 5 } camera { location <-0.85, 12.5,-28> direction <0, 0, 4.125> up <0, 1, 0> right <4/3, 0, 0> look_at <0.25, 0.15, 0> } light_source {<-5, 50,-5> color red 0.85 green 0.85 blue 0.85} light_source {<-500, 500,-500> color DimGray} // light (under checkerboard, for background) light_source {<10,-50, 5> color White} // The background. Designed to give the shaded quality of the photo sphere {<0, 0, 0>, 1 hollow scale <10000, 500, 500> rotate 60*y finish { ambient 0.2 diffuse 0.75 crand 0.025 } pigment {color Gray} } union { object {Cube scale <5, 0.001, 7> pigment { checker color Black color White translate <1, 0, 7> } finish { ambient 0.35 diffuse 0.65 crand 0.015 } } sphere {<-0.25, 2.15,-4.25>, 2.15 pigment {White filter 0.95} interior { ior 1.45 fade_distance 2 fade_power 2 caustics 2.0 } finish { ambient 0.2 diffuse 0.0 reflection 0.12 specular 1.0 roughness 0.001 } } rotate -6*z /* Simulate the slight camera tilt in the photo */ }
Et voici ce que nous obtenons :
