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. #version 3.1; global_settings {assumed_gamma 2.2} #include "stage1.inc" #declare Radius = 2.5; #declare RowSpace = 1.1; #declare ColSpace = 1.1; #declare Dist = -3; #declare Row3 = 2; #declare Row2 = Row3+Radius*RowSpace*2; #declare Row1 = Row2+Radius*RowSpace*2; #declare Col1 = -Radius*ColSpace*3; #declare Col2 = Col1+Radius*ColSpace*2; #declare Col3 = Col2+Radius*ColSpace*2; #declare Col4 = Col3+Radius*ColSpace*2; #declare Col5 = Col4+Radius*ColSpace*2; camera {Camera1 translate <0, Row2,-110>} #declare Fade = texture { pigment { gradient <1, 1, 0> color_map { [0.0 color Green] [0.3 color Green] [0.5 color Clear] [1.0 color Clear] } rotate z*45 } finish {phong 1} scale 5 } #declare Solid = texture { pigment {Green} finish {phong 1} } bicubic_patch { type 1 flatness 0.01 u_steps 4 v_steps 4, <0,-1.5, 2>, <1,-1.5, 0>, <2,-1.5, 0>, <3,-1.5,-2>, <0,-0.5, 0>, <1,-0.5, 0>, <2,-0.5, 0>, <3,-0.5, 0>, <0, 0.5, 0>, <1, 0.5, 0>, <2, 0.5, 0>, <3, 0.5, 0>, <0, 1.5, 2>, <1, 1.5, 0>, <2, 1.5, 0>, <3, 1.5,-2> texture {Solid} rotate -45*y translate <Col1, Row1, Dist> } blob { threshold 0.6 component 1.0, 1.0, <0.75, 0, 0> component 1.0, 1.0, <-0.375, 0.64952, 0> component 1.0, 1.0, <-0.375,-0.64952, 0> texture {Solid} translate <Col1, Row1, Dist> } box { <-1,-1,-1>, <1, 1, 1> texture {Solid} rotate <-25, 15, 0> translate <Col3, Row1, Dist> } cone { x, 0.5, -x, 1.0 rotate y*30 texture {Solid} translate <Col4, Row1, Dist> } cylinder { x,-x, 1.0 rotate y*30 texture {Solid} translate <Col1, Row2, Dist> } cubic { // x*x + y*y*y + y*y + z*z -1 = 0 <0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0.45, 0, 1, 0, 0, 0, 0, 1, 0,-1> sturm texture {Fade} clipped_by {object {UnitBox scale 2.5}} bounded_by {clipped_by} translate <Col2, Row2, Dist> } disc { <Col3, Row2, Dist>, //center location <-1, 3,-2>, //normal vector 1.5, //radius 0.5 //hole radius (optional) texture {Solid} } height_field { png "plasma3.png" smooth texture {Solid} translate <-.5,-.5,-.5> scale <4, 2, 4> rotate <-35,-30, 0> translate <Col4, Row2, Dist> } plane { z, 0 hollow on texture {Fade} clipped_by {object {UnitBox scale 3}} translate <Col1, Row3, Dist> } // x^4 - x^2 + y^2 + z^2 = 0 poly {4 <1, 0, 0, 0, 0, 0, 0, 0, 0,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0> sturm scale 2 texture {Solid} translate <Col2, Row3, Dist> } // y - x*x + z*z = 0 quadric { <-1, 0, 1>, <0, 0, 0>, <0, 1, 0>, 0 texture {Fade} clipped_by {object {UnitBox scale 2}} translate <Col3, Row3, Dist> } quartic { // xxxx xxyy xxzz -2(rr+RR)xx <1, 0, 0, 0, 2, 0, 0, 2, 0,-2.5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //yyyy yyzz -2(rr-RR)yy 1, 0, 0, 2, 0 1.5, 0, 0, 0, 0, //zzzz -2(rr+RR)zz (rr-RR)(rr-RR) 1, 0,-2.5, 0, 0.5625> texture {Solid} rotate -45*x translate <Col4, Row3, Dist> }
Et voici ce que nous obtenons (placez la souris sur une forme pour obtenir son type) :

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