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 couple of tricks with spotlights and wood texture here. // File by Dan Farmer. global_settings { assumed_gamma 2.2 max_trace_level 5 } #include "colors.inc" #include "shapes.inc" camera { location <-8, 3,-14> direction <0, 0, 1> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 0, 0> } // Overhead spotlight, shining "backwards" light_source { <0, 50,-1> color LightGray spotlight point_at <0, 0, 8> tightness 50 radius 50 falloff 100 } // Ground plane plane {y, -1 pigment {White} finish { ambient 0.3 diffuse 0.7 specular 0.5 roughness 0.05 } } // Three spotlights positioned in front of three cylinders. These could // be put into composites if you wanted to really do it right. Each light // is associated with a cylinder. // // Red spotlight, goes with left cylinder light_source { <-3,-0.5,-2> color Red spotlight point_at <-3,-1,-10> tightness 10 radius 100 falloff 250 } // Green spotlight, goes with center cylinder light_source { <0,-0.5,-2> color Green spotlight point_at <0,-1,-10> tightness 10 radius 100 falloff 250 } // Blue spotlight, goes with right cylinder light_source { <3,-0.5,-2> color Blue spotlight point_at <3,-1,-10> tightness 10 radius 100 falloff 250 } // Set default textures for shapes to come default { finish { ambient 0.5 // Unusually high ambient setting. diffuse 0.5 // Unusually low diffuse setting. reflection 0.15 specular 0.25 roughness 0.001 } } #declare L_Interior = interior { fade_distance 6 fade_power 2 } // Red cylinder on the left. Goes with red spotlight. object {Disk_Z interior {L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque red to "clear red" color_map {[0, 1 color Red filter 0 color Red filter 1]} scale <2, 2, 1> } scale <1, 1, 6> // Scale texture with the object now. translate <-3, 0, 4> // Move it to its final restingplace } // Green cylinder in the center. Goes with green spotlight. object {Disk_Z interior {L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque green to "clear green" color_map {[0, 1 color Green filter 0 color Green filter 1]} scale <2, 2, 1> } scale <1, 1, 6> translate <0, 0, 4> } // Blue cylinder on the right. Goes with blue spotlight, right? object {Disk_Z interior {L_Interior} pigment { wood turbulence 0 // I want concentric rings, not wood. // colormap from opaque blue to "clear blue" color_map {[0, 1 color Blue filter 0 color Blue filter 1]} scale <2, 2, 1> } scale <1, 1, 6> translate <3, 0, 4> }
Et voici ce que nous obtenons :
