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ANews 3
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atari
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POV31G30
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POVRAY_3.1G
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INTERIOR
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ATTEN2.POV
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1999-10-30
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// Persistence Of Vision raytracer version 3.1 sample scene by Dieter Bayer.
//
// This scene demonstrates distance based attenuation in translucent objects.
//
#global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#declare IOR = 1.5;
#declare Distance = 5;
#declare Col1 = -15;
#declare Col2 = 35;
#declare Row1 = 30;
#declare Row2 = -10;
camera {
orthographic
location <0, 0, -100>
right 80 * 4/3 * x
up 80 * y
look_at <0, 0, 0>
}
//
// Use beloved famous raytrace green/yellow checkered wall
//
plane { -z, -20
pigment {
checker color Yellow color Green
scale 4
}
finish {
ambient 0.2
diffuse 0.8
}
}
//
// Make a prism.
//
#declare Prism = prism {
-0.5, 0.5, 4
<-1, -0.3>, <1, 0>, <-1, 0.3>, <-1, -0.3>
scale 12
}
//
// Translucent prism without attenuation
//
object { Prism translate <Col1, Row1, 0>
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0
diffuse 0
phong 1
phong_size 200
}
interior {
ior IOR
fade_distance Distance
fade_power 0
}
}
//
// Translucent prism with linear attenuation
//
object { Prism translate <Col2, Row1, 0>
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0
diffuse 0
phong 1
phong_size 200
}
interior {
ior IOR
fade_distance Distance
fade_power 1
}
}
//
// Translucent prism with quadratic attenuation
//
object { Prism translate <Col1, Row2, 0>
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0
diffuse 0
phong 1
phong_size 200
}
interior {
ior IOR
fade_distance Distance
fade_power 2
}
}
//
// Translucent prism with cubic attenuation
//
object { Prism translate <Col2, Row2, 0>
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0
diffuse 0
phong 1
phong_size 200
}
interior {
ior IOR
fade_distance Distance
fade_power 3
}
}
light_source { <10000, 10000, -10000> color White }