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POVRAY_3.1G
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HOLLOW2.POV
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1999-10-30
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141 lines
// Persistence Of Vision raytracer version 3.1 sample scene by Dieter Bayer.
//
// This scene shows the effect of solid vs. hollow objects.
//
// Both spheres in this scene are enclosed by a halo container object.
//
// The left sphere is solid, i.e. it's not filled with the halo.
// The right sphere is hollow, i.e. it's filled with the halo.
//
// Note that you can see some discontinuities in the halo of the
// right sphere. This is caused be the refraction. After the rays
// are bent they travel through the halo on a different path
// resulting in a different result than that for an unbend ray,
// which would show no discontinuities.
//
#global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
}
//
// Put down the beloved famous raytrace blue/green checkered floor
//
plane { y, -10
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Use beloved famous raytrace blue/green checkered wall
//
plane { z, 50
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Declare media.
//
#declare Media = media {
emission 0.05
intervals 5
samples 1, 10
confidence 0.9999
variance 1/1000
density {
spherical
ramp_wave
turbulence 0.1
color_map {
[0.0 color rgb <0, 0, 0>]
[0.1 color rgb <1, 0, 0>]
[1.0 color rgb <1, 1, 0>]
}
}
}
//
// Solid, translucent sphere enclosed by halo.
//
sphere { <-29, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
}
interior { ior 1.1 }
hollow no
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior { media { Media } }
scale 28
translate <-29, 20, 0>
hollow
}
//
// Hollow, translucent sphere enclosed by halo.
//
sphere { <29, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
}
interior { ior 1.1 }
hollow yes
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior { media { Media } }
scale 28
translate <29, 20, 0>
hollow
}
//
// Cast some light.
//
light_source {
<500, 600, -200>
color White
}