4.7.7 Script laser

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// 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 :

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