4.9.29 Script sor1

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// Persistence Of Vision raytracer version 3.5 sample file.
// Demo showing several surfaces of surface_of_revolution ... Dieter Bayer, June 1994

global_settings { 
	assumed_gamma 2.2 
	max_trace_level 5
}

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

camera {
	location <40, 40,-80>
	right <4/3, 0, 0>
	up <0, 1, 0>
	sky <0, 1, 0>
	direction <0, 0, 2.5>
	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
	}
}

#declare Glas1 = sor {
	7,
	<0.000000, 0.000000>
	<0.118143, 0.000000>
	<0.620253, 0.540084>
	<0.210970, 0.827004>
	<0.194093, 0.962025>
	<0.286920, 1.000000>
	<0.468354, 1.033755>
	open
}

#declare Glas2 = sor {
	12,
	<.517241379,-.132625995>
	<.249336870, 0.000000>
	<.068965517, .031830239>
	<.021220159, .050397878>
	<.058355438, .347480106>
	<.132625995, .381962865>
	<.196286472, .464190981>
	<.238726790, .602122016>
	<.249336870, .721485411>
	<.233421751, .864721485>
	<.167108753, 1.000000000>
	<.084880637, 1.055702918>
	open
}

#declare Glas3 = sor {
	18,
	<0.125628,-0.035176>
	<0.394472, 0.000000>
	<0.281407, 0.030151>
	<0.108040, 0.052764>
	<0.125628, 0.090452>
	<0.221106, 0.185930>
	<0.125628, 0.216080>
	<0.090452, 0.339196>
	<0.185930, 0.402010>
	<0.251256, 0.522613>
	<0.208543, 0.645729>
	<0.150754, 0.703518>
	<0.082915, 0.771357>
	<0.082915, 0.844221>
	<0.155779, 0.917085>
	<0.261307, 0.942211>
	<0.238693, 1.000000>
	<0.329146, 1.115578>
	open
}

#declare Glas4 = sor {
	10,
	<0.000000,-0.062814>
	<0.062814, 0.000000>
	<0.351759, 0.311558>
	<0.125628, 0.462312>
	<0.233668, 0.575377>
	<0.163317, 0.693467>
	<0.256281, 0.786432>
	<0.165829, 0.876884>
	<0.155779, 1.000000>
	<0.311558, 1.130653>
	open
}

#declare Glas5 = sor {
	13,
	<0.148225, 0.000000>
	<0.189979, 0.000000>
	<0.154489, 0.096033>
	<0.075157, 0.123173>
	<0.070981, 0.164927>
	<0.129436, 0.223382>
	<0.070981, 0.281837>
	<0.108559, 0.354906>
	<0.075157, 0.436326>
	<0.175365, 0.536534>
	<0.240084, 0.672234>
	<0.327766, 1.000000>
	<0.290188, 1.000000>
	open
}

#declare Glas6 = sor {
	11,
	<0.150754, 0.000000>
	<0.150754, 0.000000>
	<0.150754, 0.155779>
	<0.150754, 0.391960>
	<0.140704, 0.449749>
	<0.082915, 0.489950>
	<0.125628, 0.530151>
	<0.140704, 0.582915>
	<0.047739, 0.919598>
	<0.047739, 1.000000>
	<0.000000, 1.035176>
	open
}

object {
	Glas1
	texture {Silver1}
	scale <10, 10, 10>
	translate <-15, 0.001, 15>
}

object {
	Glas2
	texture {Silver2}
	scale <8, 8, 8>
	translate <0, 0.001, 15>
}

object {
	Glas3
	texture {Silver3}
	scale <10, 10, 10>
	translate <15, 0.001, 15>
}

object {
	Glas4
	texture {Gold_Metal}
	scale <10, 10, 10>
	translate <-15, 0.001, 0>
}

object {
	Glas5
	texture {Copper_Metal}
	scale <10, 10, 10>
	translate <0, 0.001, 0>
}

object {
	Glas6
	texture {Bronze_Metal}
	scale <15, 15, 15>
	translate <15, 0.001, 0>
}

Et voici ce que nous obtenons (placez la souris sur un objet pour avoir son type) :

Glas6 Glas5 Glas4 Glas3 Glas2 Glas1
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