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- //Persistence of Vision Ray Tracer Scene Description File
- //File: cubane2.pov
- #include "colors.inc"
- //#include "OriginMarker.inc"
- global_settings {
- ambient_light 0
- assumed_gamma 1.0
- adc_bailout 1/255
- max_trace_level 5
- }
- #version unofficial MegaPov 1.21;
- #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } }
- #local T_C = texture { pigment { rgb 1/16 transmit .5 } }
- #local T_H = texture { pigment { red 1 transmit .1 filter .4 } }
- #local R_C = 1.47;
- #local R_H = .375;
- #local C_strength = 2;
- #local H_strength = 1.5;
- #local offset_H = 1.65;
- #local C1= x+y+z;
- #local C2= x+y-z;
- #local C3= x-y+z;
- #local C4= x-y-z;
- #local C5= -x+y+z;
- #local C6= -x+y-z;
- #local C7= -x-y+z;
- #local C8= -x-y-z;
- //box { 1,-1 pigment { color rgb -7/8 transmit .95 } } // Construction guide
- blob {
- threshold 1
- sphere { C1, R_C strength C_strength texture { T_C } }
- sphere { C2, R_C strength C_strength texture { T_C } }
- sphere { C3, R_C strength C_strength texture { T_C } }
- sphere { C4, R_C strength C_strength texture { T_C } }
- sphere { C5, R_C strength C_strength texture { T_C } }
- sphere { C6, R_C strength C_strength texture { T_C } }
- sphere { C7, R_C strength C_strength texture { T_C } }
- sphere { C8, R_C strength C_strength texture { T_C } }
- sphere { C1*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C2*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C3*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C4*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C5*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C6*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C7*offset_H, R_H strength H_strength texture { T_H } }
- sphere { C8*offset_H, R_H strength H_strength texture { T_H } }
- sturm
- finish { reflection .5 ambient 0 }
- hollow
- interior { ior .85 }
- }
- background { Black }
- sky_sphere {
- pigment {
- gradient y
- color_map {
- [ 1/32 rgb 0 ]
- // [ 1/8 rgb < 0.03933, 0.04066, 0.04620> ]
- [ 1/4 rgb <7/8, 1/4, 0> ] // < 0.24457, 0.19167, 0.09839> ]
- [ 1/3 rgb < 0.74955, 0.77493, 0.88043> ]
- [ 1 rgb < 0.11754, 0.10970, 0.27174> ]
- }
- translate <-.5, -.5, -.5>
- scale <1, 2, 1>
- }
- }
- light_source {
- < 1, 1, 1>*10
- rgb 1
- spotlight
- point_at < 3/2, 3/2, 0>
- radius 45
- falloff 60
- tightness 55
- }
- #declare PerCam = camera {
- perspective
- location < .8, 3/2, -1>*8
- right x * 4
- up y * 3
- angle 40
- look_at < 0, 0, 0>
- rotate 72*y
- }
- #declare PerCamWidescreen = camera {
- perspective
- location < .8, 3/2, -1>*8
- right x * 4
- up y * 4*9/16
- angle 40
- look_at < 0, 0, 0>
- rotate 72*y
- }
- #declare PerCam2 = camera {
- perspective
- location < .8, 3/2, -1>*8
- right x * 4
- up y * 3
- angle 4
- look_at < 0, 0, 0>
- rotate 72*y
- }
- #declare OmniCam = camera {
- ultra_wide_angle
- location < 0, 0, 0>
- right x * 1
- up y * 1
- angle 360
- look_at 1
- }
- //camera {PerCamWidescreen}
- //camera {OmniCam}
- #macro rotation_clock (clock_base)
- clock_base / 90
- #end
- camera{PerCamWidescreen rotate y*rotation_clock(clock)}
- //glow {
- // type 0 | 1 | 2 | 3
- // location VECTOR
- // size FLOAT
- // radius FLOAT
- // fade_power FLOAT
- // color COLOR
- // TRANSFORMATIONS
- //}
- #local Light_offset = 1.2;
- //light_source { C1* Light_offset rgb 1 }
- //light_source { C2* Light_offset rgb 1 }
- //light_source { C3* Light_offset rgb 1 }
- //light_source { C4* Light_offset rgb 1 }
- //light_source { C5* Light_offset rgb 1 }
- //light_source { C6* Light_offset rgb 1 }
- //light_source { C7* Light_offset rgb 1 }
- //light_source { C8* Light_offset rgb 1 }
- #local glow_colour = color rgb 1/16;
- #local glow_colour_H = color red 1/16;
- #local glow_radius= 1;
- #local glow_fade_power= 2;
- #local glow_size= 1/12;
- glow { type 0 location C1 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C2 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C3 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C4 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C5 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C6 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C7 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location C8 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
- glow { type 0 location offset_H*C1 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C2 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C3 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C4 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C5 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C6 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C7 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- glow { type 0 location offset_H*C8 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
- //C1*offset_H
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