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. // Magnifying glass created using POV-Ray's refraction. // A convex lens created with CSG // (and something to view through it) // This example doesn't work very well, but it gives a good // starting point for a better use of the magnifying glass. global_settings {assumed_gamma 2.2} #include "colors.inc" #include "shapes.inc" #include "textures.inc" #include "glass.inc" #include "consts.inc" // Index of refraction constants camera { location <0.0, 2,-10> direction <0.0, 0.0, 1> angle 40 up <0.0, 1.0, 0.0> right <4/3, 0.0, 0.0> look_at <0, 0, 0> } light_source {<30, 50,-50> color White} light_source {<-30, 10, 20> color Gray50} fog {color Gray50 distance 200} // This fog reaches max density at 200z // Background sphere sphere {<0, 0, 0>, 1 hollow on finish {crand 0.015} pigment { gradient y color_map {[0.0 1.0 color Gray80 color Gray30]} scale 10000 } } // A lens. This uses the Ellipsoid quadric to make it independantly // scalable, but it would be faster to use spheres. // It is designed "sideways" so you can see the thickness. // It is then rotated 90o on Y so the viewer is looking through the lens. #declare Lens_Thickness = 0.35; #declare Lens_Diameter = 1.5; #declare Lens = intersection { sphere {<0, 0, 0>, 1.5 translate <0.75, 0, 0>} sphere {<0, 0, 0>, 1.5 translate <-0.75, 0, 0>} interior {ior Flint_Glass_Ior} texture { T_Glass3 finish {reflection 0} // Over-ride reflection } scale <Lens_Thickness, Lens_Diameter, Lens_Diameter> } plane {y,-4 pigment { checker color HuntersGreen color SummerSky scale <3, 1, 3> } finish { ambient 0.2 diffuse 0.6 } } object {Lens rotate 80*y} // A sphere in the distance sphere {<3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange}} object {Cylinder_X finish { Phong_Shiny ambient 0.25 diffuse 0.6 } pigment { granite scale 2 } rotate -75*y translate <0,-3, 25> }
Et voici ce que nous obtenons :
