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HOLLOW1.POV
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Text File
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1999-10-30
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2KB
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110 lines
// Persistence Of Vision raytracer version 3.1 sample file.
// File by Dieter Bayer.
//
// This scene shows the effect of solid vs. hollow objects.
//
// The left sphere is solid, i.e. it's not filled with fog.
// The right sphere is hollow, i.e. it's filled with fog.
//
// The left sphere doesn't attenuate light passing through it.
// Thus the background seen through it and its shadow is lighter
// than for the right sphere.
//
// The right sphere attenuates light in the same way like fog does
// because it is filled with fog. Thus the background seen through
// it and its shadow is darker.
//
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
}
//
// Standard fog
//
fog {
color rgb<0.5, 0.5, 0.5>
distance 80
}
//
// Put down the beloved famous raytrace green/yellow checkered floor
//
plane { y, -10
pigment {
checker Yellow, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Use beloved famous raytrace green/yellow checkered wall
//
plane { z, 50
pigment {
checker Yellow, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Solid, translucent sphere
//
sphere { <-26, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.8> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
}
interior { ior 1.05 }
hollow no
}
//
// Hollow, translucent sphere
//
sphere { <26, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.8> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
}
interior { ior 1.05 }
hollow yes
}
//
// Due to the atmospheric attenuation and the large distance to
// the light source it has to be very bright.
//
light_source {
<500, 600, -200>
color 40000 * White
media_attenuation on
}