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. // File: glass2.pov // Desc: glass material and photons sample // Date: June-August 2001 // Auth: Christoph Hormann // -w320 -h160 // -w512 -h256 +a0.3 #version 3.5; #include "colors.inc" #include "glass.inc" global_settings { assumed_gamma 1 max_trace_level 25 photons { spacing 0.05 [New Replace Term] 0 jitter 0 } } camera { location <20, 4.6, 10> right 2*x look_at <0, 2.4, 0> angle 38 } light_source { <-10, 7, 18> color rgb <1.3, 1.2, 1.1> fade_power 2 fade_distance 45 photons { reflection on refraction on } } #declare T_Wall = texture { pigment {color rgb <0.98, 0.96, 0.90>} finish { diffuse 0.7 brilliance 0.6 } } cylinder { 0*y, 9*y, 30 texture {T_Wall} hollow on } #declare Height = 2.4; #declare ObjX = intersection { merge { blob { threshold 0.25 cylinder {-Height*y, Height*y, 0.7, 1} cylinder {<0, 2, 0.6>, <0, 2,-0.6>, 0.25, 1} cylinder {<0.5, 2.4, 0>, <-0.5, 2.4, 0>, 0.4,-1} sturm } box {<-1.5, 0,-0.3>, <1.5, 1.2, 0.3>} cylinder {<-1.5, 0, 0>, <-1.5, 1.2, 0>, 0.3} cylinder {<1.5, 0, 0>, <1.5, 1.2, 0>, 0.3} cylinder {<-1.5, 1.2, 0>, <1.5, 1.2, 0>, 0.3} sphere {<-1.5, 1.2, 0>, 0.3} sphere {<1.5, 1.2, 0>, 0.3} scale 2 } plane {-y, 0.001} } #declare Col = color rgb <0.35, 0.65, 0.85>; object { ObjX material { texture { pigment {color Col_Glass_Clear} finish {F_Glass6} } interior { I_Glass_Exp(2) fade_color Col } } photons { target reflection on refraction on collect off } }
Et voici ce que nous obtenons :
