4.5.6 Script crystal

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 :

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