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 :
