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NORMAVG.POV
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1999-10-30
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// Persistence Of Vision raytracer version 3.1 sample file.
// Weighted averaged normals example
global_settings {
assumed_gamma 2.2
number_of_waves 1
}
#include "colors.inc"
#include "textures.inc"
camera {
location <0,3,-31>
direction 3*z
}
plane { y,-1.01 pigment {checker Yellow,White}}
plane { z, 4.01 hollow on pigment {checker Yellow,White}}
light_source { < 500, 500, -500> White*.75}
light_source { <-500, 50, -500> White*.3}
#declare Thing = plane{z,0.1 clipped_by{box{-2,2}}}
#default {pigment{White} finish{phong 1 phong_size 100}}
object{Thing
normal {
average
normal_map {
[gradient x, -1.0 scallop_wave scale 0.5]
[gradient y, -1.0 scallop_wave scale 0.5]
}
}
translate <-3,5.5,0>
}
object{Thing
normal {
average
normal_map {
[gradient x, 1.0 triangle_wave scale 0.5]
[gradient y, 1.0 triangle_wave scale 0.5]
}
}
translate <3,5.5,0>
}
object{Thing
normal {
average
normal_map {
[3.0 gradient x, 1.0 triangle_wave scale 0.5]
[1.0 gradient y, 1.0 triangle_wave scale 0.5]
}
}
translate <-3,1,0>
}
object{Thing
normal {
average
normal_map {
[waves 1.0 frequency 3 translate < 1, 1,0>]
[waves 1.0 frequency 3 translate <-1,-1,0>]
}
}
translate <3,1,0>
}