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Skunkware 5
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povray-2.1
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roman.pov
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1995-05-03
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5KB
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224 lines
// Persistence Of Vision raytracer version 2.0 sample file.
// By Rick Mallett of Carleton University, Ottowa.
// First stage of the Tower of Pisa
// Warning: This picture can take a very long time to ray trace
// due to the large number of objects. You have been warned :->
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
camera {
location <0.0, 25.0, -150.0>
direction <0.0, 0.1, 1.0>
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
}
#declare Beam = object {
Cylinder_Y
scale <0.5, 20.0, 0.5>
translate 2.0*x
}
/* create a sample column for the base of the structure */
#declare BaseColumn = intersection {
union {
object { Beam }
object { Beam rotate -25.7*y }
object { Beam rotate -51.4*y }
object { Beam rotate -77.1*y }
object { Beam rotate -102.8*y }
object { Beam rotate -128.5*y }
object { Beam rotate -154.2*y }
object { Beam rotate -179.9*y }
object { Beam rotate -205.6*y }
object { Beam rotate -231.3*y }
object { Beam rotate -257.0*y }
object { Beam rotate -282.7*y }
object { Beam rotate -308.4*y }
object { Beam rotate -334.1*y }
}
plane { y, 40.0 }
plane { -y, 0.0 }
bounded_by {
intersection {
plane { y, 40.0 }
plane { -y, 0.0 }
object { Cylinder_Y scale <2.51 1.0 2.51> }
}
}
texture {
pigment {
Red_Marble
scale 10.0
quick_color red 0.8 green 0.0 blue 0.0
}
finish {
ambient 0.2
diffuse 0.7
reflection 0.1
}
}
}
/* and a rectangular pad to serve as a footing for the column */
#declare BasePad = object {
UnitBox
scale <4, 1, 4>
texture {
pigment {
Red_Marble
scale 10.0
quick_color red 0.6 green 0.6 blue 0.4
}
finish {
ambient 0.2
diffuse 0.7
reflection 0.1
}
}
}
/* and define a basic arch to span the columns */
#declare BaseArch = intersection {
object { Cylinder_X scale <1.0, 12.5, 12.5> }
object { Cylinder_X scale <1.0, 8.5, 8.5> inverse }
plane { x, 2.0 }
plane { -x, 2.0 }
plane { -y, 0.0 }
bounded_by {
sphere { <0, 0, 0>, 1 scale <5.0, 13.0, 13.0> }
}
texture {
pigment {
Red_Marble
scale 10.0
quick_color red 0.8 green 0.8 blue 0.8
}
finish {
ambient 0.2
diffuse 0.7
reflection 0.1
}
}
}
/* and finally define the first floor floor */
#declare BaseFloor = intersection {
object { Cylinder_Y scale 50.0 }
object { Cylinder_Y scale 40.0 inverse }
plane { y, 2.0 }
plane { -y, 2.0 }
texture {
pigment {
Red_Marble
scale 10.0
quick_color red 0.8 green 0.8 blue 0.6
}
finish {
ambient 0.2
diffuse 0.7
reflection 0.1
}
}
}
/* place a ring of 14 columns with footings around the base */
#declare FullColumn = union {
object { BaseColumn translate <45.0, 0.0, 0.0> }
object { BasePad translate <45.0, -1.0, 0.0> }
object { BasePad translate <45.0, 41.0, 0.0> }
object { BaseArch translate <45.0, 42.0, 2.0> rotate <0.0, -12.85, 0.0> }
}
#declare Level1 = union {
object { FullColumn }
object { FullColumn rotate -25.7*y }
object { FullColumn rotate -51.4*y }
object { FullColumn rotate -77.1*y }
object { FullColumn rotate -102.8*y }
object { FullColumn rotate -128.5*y }
object { FullColumn rotate -154.2*y }
object { FullColumn rotate -179.9*y }
object { FullColumn rotate -205.6*y }
object { FullColumn rotate -231.3*y }
object { FullColumn rotate -257.0*y }
object { FullColumn rotate -282.7*y }
object { FullColumn rotate -308.4*y }
object { FullColumn rotate -334.1*y }
object { FullColumn rotate -334.1*y }
object { BaseFloor translate 56.5*y }
bounded_by {
intersection {
object { Cylinder_Y scale <55.0, 1.0, 55.0> }
plane { -y, 0.0 }
plane { y, 60.0 }
}
}
}
object { Level1 }
/* Add the sky to the picture */
sphere {
<0.0, 0.0, 0.0>, 300.0
texture {
pigment {
bozo
turbulence 0.5
colour_map {
[0.0 0.6 colour red 0.5 green 0.5 blue 1.0
colour red 0.5 green 0.5 blue 1.0]
[0.6 0.8 colour red 0.5 green 0.5 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
[0.8 1.001 colour red 1.0 green 1.0 blue 1.0
colour red 0.8 green 0.8 blue 0.8]
}
scale <100.0, 20.0, 100.0>
quick_color red 0.5 green 0.5 blue 1.0
}
finish {
ambient 0.8
diffuse 0.0
}
}
}
/* Define the desert floor */
plane {
y, -2.0
texture {
pigment { colour red 1.0 green 0.66 blue 0.2 }
normal {
ripples 0.5
frequency 2000.0
scale 50000.0
}
finish {
crand 0.05 /* This value dithers the colours */
ambient 0.3
diffuse 0.7
}
}
}
/* Add a light source */
light_source { <60.0, 50.0, -110.0> colour White }