4.7.13 Script soft

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.
// Demo of extended light sources by Steve Anger

#version 3.5;

global_settings {assumed_gamma 1.0}

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"

// A rather boring texture but it renders quick
#declare Text_Texture = texture {
	pigment {Red}
	finish {
		phong 2.0
		phong_size 80
		ambient 0.1
		diffuse 1.5
	}
}

#declare Letter_S = union {
	difference {
		torus {4.0, 1.5 rotate 90*x}
		box {<0,-5.5,-1.5>, <5.5, 0, 1.5>}
		translate 4*y
	}
	difference {
		torus {4.0, 1.5 rotate 90*x}
		box {<-5.5, 0,-1.5>, <0, 5.5, 1.5>}
		translate -4*y
	}
	sphere {<4, 4, 0>, 1.5}
	sphere {<-4,-4, 0>, 1.5}
}

#declare Letter_O = union {
	torus {4.0, 1.5
		rotate 90*x
		clipped_by {box {<-5.5, 0,-1.5> <5.5, 5.5, 1.5>}}
		translate 4*y
	}
	torus {4.0, 1.5
		rotate 90*x
		clipped_by {box {<-5.5,-5.5,-1.5> <5.5, 0, 1.5>}}
		translate -4*y
	}
	cylinder {<-4,-4, 0>, <-4, 4, 0>, 1.5}
	cylinder {<4,-4, 0>, <4, 4, 0>, 1.5}
}

#declare Letter_F = union {
	cylinder {<-4,-8, 0>, <-4, 8, 0>, 1.5}
	cylinder {<-4, 0, 0>, <1.5, 0, 0>, 1.5}
	cylinder {<-4, 8, 0>, <4, 8, 0>, 1.5}
	sphere {<-4,-8, 0>, 1.5}
	sphere {<-4, 8, 0>, 1.5}
	sphere {<4, 8, 0>, 1.5}
	sphere {<1.5, 0, 0>, 1.5}
}

#declare Letter_T = union {
	cylinder {<0,-8, 0>, <0, 8, 0>, 1.5}
	cylinder {<-4, 8, 0>, <4, 8, 0>, 1.5}
	sphere {<-4, 8, 0>, 1.5}
	sphere {<4, 8, 0>, 1.5}
	sphere {<0,-8, 0>, 1.5}
}

// Put the letters together
union {
	object {Letter_S translate -20*x}
	object {Letter_O translate -7*x}
	object {Letter_F translate 7*x}
	object {Letter_T translate 20*x}
	texture {Text_Texture}
	translate 9.5*y
}

// Floor
plane {y, 0
	pigment {Tan}
	finish {
		ambient 0.0
		diffuse 0.8
	}
}

// Something to light the front of the text
light_source {<0, 30,-90> color Gray30}

// An extended area spotlight to backlight the letters
light_source {
	<0, 50, 100> color White
	// The spotlight parameters
	spotlight
	point_at <0, 0,-5>
	radius 6
	falloff 22
	// The extended area light paramaters
	area_light <6, 0, 0>, <0, 6, 0>, 9, 9
	adaptive 0
	jitter
}

camera {
	direction <0, 0, 1.5>
	location <0, 30,-90>
	look_at <0, 0,-2>
}

Et voici ce que nous obtenons :

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