4.7.10 Script phot_met_glass

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: phot_met_glass.pov
// Desc: metal, glass and photons sample
// Date: 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 0.03
		[New Replace Term] 0
		jitter 0
	}
}

camera {
	location <20, 5, 10>
	right 2*x
	look_at <0,-1, 0>
	angle 34
}

light_source {
	<-3, 10, 18>
	color rgb <1.3, 1.2, 1.1>
	photons {
		reflection on
		refraction on
	}
}

plane {
	y,-1
	texture {pigment {color rgb 1.0}}
}

sphere {
	0, 1
	texture {
		pigment {
			gradient y
			color_map {
				[0.0 color rgb 1.0]
				[0.3 color rgb <0.6, 0.65, 1.0>]
			}
		}
		finish {ambient 1 diffuse 0}
	}
	scale 1000
	hollow on
}

#declare Metal_Texture = texture {
	pigment {color rgb <0.5, 0.5, 0.6>}
	finish {
		ambient 0.0
		diffuse 0.15
		specular 0.3
		roughness 0.01
		reflection {
			0.8
			metallic
		}
	}
}

#declare Box = box {-1, 1}

#declare Metal_Obj_1 = difference {
	object {Box}
	object {
		Box
		scale <0.8, 0.8, 1.5>
	}
	object {
		Box
		scale <0.8, 1.5, 0.8>
	}
	object {
		Box
		scale <1.5, 0.8, 0.8>
	}
	texture {Metal_Texture}
	rotate 12*y
}

#declare Metal_Obj_2 = difference {
	cylinder {-1.0*y, 0.0*y, 6.0}
	cylinder {-2.0*y, 1.0*y, 5.8}
	texture {Metal_Texture}
}

union {
	object {Metal_Obj_1}
	object {Metal_Obj_2}
	sphere {
		<0, 0, 0>, 1
		material {
			texture {
				pigment {color Col_Glass_Clear}
				finish {F_Glass6}
			}
			interior {
				I_Glass_Exp(2)
				fade_color Col_Red_03
			}
		}
	}
	photons {
		target
		reflection on
		refraction on
		collect off
	}
}

Et voici ce que nous obtenons :


Quand aux acteurs, dans l'ordre d'apparition, nous avons Metal_Obj_1 et Metal_Obj_2.

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