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 :
