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AREALIT2.POV
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1999-10-30
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// Persistence Of Vision raytracer version 3.1 sample file.
// Illustrates how area light size affects soft shadows
// Left shadow - area_light <4,0,0>, <0,0,4>, 17, 17 (renders fastest)
// Middle shadow - area_light <8,0,0>, <0,0,8>, 17, 17
// Right shadow - area_light <16,0,0>, <0,0,16>, 17, 17 (renders slowest)
#version 3.1;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
// A back wall to cast shadows onto
plane { -z, -20
pigment { Gray70 }
finish { Dull }
}
#declare SpacingX = 20;
#declare Radius = 5;
#declare LightX = 15;
#declare LightY = 40;
#declare LightZ = -40;
#declare SRadius = 0;
#declare SFalloff = 11;
#declare SphereTexture = texture {
pigment { Red }
finish { Shiny }
}
sphere { <-SpacingX, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <4, 0, 0>, <0, 4, 0>, 17, 17
adaptive 0
jitter
spotlight
point_at <-SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
sphere { <0, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <8, 0, 0>, <0, 8, 0>, 17, 17
adaptive 0
jitter
spotlight
point_at <0, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
sphere { <+SpacingX, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <16, 0, 0>, <0, 16, 0>, 17, 17
adaptive 0
jitter
spotlight
point_at <+SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
light_source { <0, -15, -120> color Gray10 }
camera {
location <0, -15, -120>
direction 2*z
look_at <0, -15, 0>
}