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 showing several conic prisms ... Dieter Bayer, June 1994 // // back to front: linear, quadratic, cubic interpolation // left to right: decreasing "slope" of the conic sweeping global_settings {assumed_gamma 2.2} #include "colors.inc" #include "textures.inc" camera { location <80, 80,-160> right <4/3, 0, 0> up <0, 1, 0> sky <0, 1, 0> direction <0, 0, 4.5> look_at <0, 5, 0> } light_source {<40, 40,-80> color Gray40} light_source {<0, 50, 20> color Gray40} light_source {<50, 50,-50> color Gray40} light_source {<-50, 50,-50> color Gray40} background {color SkyBlue} plane {y, 0 pigment { checker color Yellow color Green scale 5 } finish { ambient 0.2 diffuse 0.8 } } // Prism with linear interpolation and conic sweeping #declare Prism1 = prism { linear_spline conic_sweep 0.25, 1.0, 11, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0> texture {Brass_Metal} translate <0,-0.625, 0> scale <6, 6, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with quadratic interpolation and conic sweeping #declare Prism2 = prism { quadratic_spline conic_sweep 0.25, 1.0, 12, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.625, 0> scale <6, 6, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with cubic interpolation and conic sweeping #declare Prism3 = prism { cubic_spline conic_sweep 0.25, 1.0, 13, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.625, 0> scale <6, 6, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with linear interpolation and conic sweeping #declare Prism4 = prism { linear_spline conic_sweep 0.5, 1.0, 11, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0> texture {Brass_Metal} translate <0,-0.75, 0> scale <6, 9, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with quadratic interpolation and conic sweeping #declare Prism5 = prism { quadratic_spline conic_sweep 0.5, 1.0, 12, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.75, 0> scale <6, 9, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with cubic interpolation and conic sweeping #declare Prism6 = prism { cubic_spline conic_sweep 0.5, 1.0, 13, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.75, 0> scale <6, 9, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with linear interpolation and conic sweeping #declare Prism7 = prism { linear_spline conic_sweep 0.75, 1.0, 11, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0> texture {Brass_Metal} translate <0,-0.875, 0> scale <6, 18, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with quadratic interpolation and conic sweeping #declare Prism8 = prism { quadratic_spline conic_sweep 0.75, 1.0, 12, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.875, 0> scale <6, 18, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } // Prism with cubic interpolation and conic sweeping #declare Prism9 = prism { cubic_spline conic_sweep 0.75, 1.0, 13, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2>, <1.0,-0.2>, <1.0, 0.2>, <0.2, 1.0>, <-0.2, 1.0>, <-1.0, 0.2>, <-1.0,-0.2>, <-0.2, 0.2>, <-0.2,-1.0>, <0.2,-1.0>, <0.2, 0.2> texture {Brass_Metal} translate <0,-0.875, 0> scale <6, 18, 6> rotate <90, 0, 180> translate <0, 4.5, 0> } object {Prism1 translate <-15, 4, 15>} object {Prism2 translate <-15, 4, 0>} object {Prism3 translate <-15, 4,-15>} object {Prism4 translate <0, 4, 15>} object {Prism5 translate <0, 4, 0>} object {Prism6 translate <0, 4,-15>} object {Prism7 translate <15, 4, 15>} object {Prism8 translate <15, 4, 0>} object {Prism9 translate <15, 4,-15>}
Et voici ce que nous obtenons (placez la souris sur une forme pour obtenir son type) :
