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  1. //Persistence of Vision Ray Tracer Scene Description File
  2. //File: cubane2.pov
  3.  
  4. #include "colors.inc"
  5. //#include "OriginMarker.inc"
  6. global_settings {
  7.     ambient_light 0
  8.     assumed_gamma 1.0
  9.     adc_bailout 1/255
  10.     max_trace_level 5
  11. }
  12.  
  13. #version unofficial MegaPov 1.21;
  14. #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } }
  15.  
  16. #local T_C = texture { pigment { rgb 1/16 transmit .5 } }
  17. #local T_H = texture { pigment { red 1 transmit .1 filter .4 } }
  18. #local R_C = 1.47;
  19. #local R_H = .375;
  20. #local C_strength = 2;
  21. #local H_strength = 1.5;
  22. #local offset_H = 1.65;
  23. #local C1= x+y+z;
  24. #local C2= x+y-z;
  25. #local C3= x-y+z;
  26. #local C4= x-y-z;
  27. #local C5= -x+y+z;
  28. #local C6= -x+y-z;
  29. #local C7= -x-y+z;
  30. #local C8= -x-y-z;
  31.  
  32. //box { 1,-1 pigment { color rgb -7/8 transmit .95 } }
  33.  
  34. blob {
  35.     threshold 1
  36.     sphere { C1, R_C strength C_strength texture { T_C } }
  37.     sphere { C2, R_C strength C_strength texture { T_C } }
  38.     sphere { C3, R_C strength C_strength texture { T_C } }
  39.     sphere { C4, R_C strength C_strength texture { T_C } }
  40.     sphere { C5, R_C strength C_strength texture { T_C } }
  41.     sphere { C6, R_C strength C_strength texture { T_C } }
  42.     sphere { C7, R_C strength C_strength texture { T_C } }
  43.     sphere { C8, R_C strength C_strength texture { T_C } }
  44.     sphere { C1*offset_H, R_H strength H_strength texture { T_H } }
  45.     sphere { C2*offset_H, R_H strength H_strength texture { T_H } }
  46.     sphere { C3*offset_H, R_H strength H_strength texture { T_H } }
  47.     sphere { C4*offset_H, R_H strength H_strength texture { T_H } }
  48.     sphere { C5*offset_H, R_H strength H_strength texture { T_H } }
  49.     sphere { C6*offset_H, R_H strength H_strength texture { T_H } }
  50.     sphere { C7*offset_H, R_H strength H_strength texture { T_H } }
  51.     sphere { C8*offset_H, R_H strength H_strength texture { T_H } }
  52.     sturm
  53.     finish { reflection .5 ambient 0 }
  54.     hollow
  55.     interior { ior .85 }
  56. }
  57.  
  58. background { Black }
  59. sky_sphere {
  60.     pigment {
  61.         gradient y
  62.         color_map {
  63.             [ 1/32 rgb 0 ]
  64. //          [ 1/8 rgb < 0.03933, 0.04066, 0.04620> ]
  65.             [ 1/4 rgb <7/8, 1/4, 0> ] // < 0.24457, 0.19167, 0.09839> ]
  66.             [ 1/3 rgb < 0.74955, 0.77493, 0.88043> ]
  67.             [ 1 rgb < 0.11754, 0.10970, 0.27174> ]
  68.         }
  69.         translate <-.5, -.5, -.5>
  70.         scale <1, 2, 1>
  71.     }
  72.  
  73. }
  74.  
  75. light_source {
  76.     < 1, 1, 1>*10
  77.     rgb 1
  78.     spotlight
  79.     point_at < 3/2, 3/2, 0>
  80.     radius 45
  81.     falloff 60
  82.     tightness 55
  83. }
  84.  
  85.  
  86. #declare PerCam = camera {
  87.     perspective
  88.     location < .8, 3/2, -1>*8
  89.     right x * 4
  90.     up y * 3
  91.     angle 40
  92.     look_at < 0, 0, 0>
  93.     rotate 72*y
  94. }
  95. #declare PerCamWidescreen = camera {
  96.     perspective
  97.     location < .8, 3/2, -1>*8
  98.     right x * 4
  99.     up y * 4*9/16
  100.     angle 40
  101.     look_at < 0, 0, 0>
  102.     rotate 72*y
  103. }
  104. #declare PerCam2 = camera {
  105.     perspective
  106.     location < .8, 3/2, -1>*8
  107.     right x * 4
  108.     up y * 3
  109.     angle 4
  110.     look_at < 0, 0, 0>
  111.     rotate 72*y
  112. }
  113.  
  114. #declare OmniCam = camera {
  115.     ultra_wide_angle
  116.     location < 0, 0, 0>
  117.     right x * 1
  118.     up y * 1
  119.     angle 360
  120.     look_at 1
  121. }
  122. //camera {PerCamWidescreen}
  123. //camera {OmniCam}
  124.  
  125. #macro rotation_clock (clock_base)
  126. clock_base / 90
  127. #end
  128.  
  129. camera{PerCamWidescreen rotate y*rotation_clock(clock)}
  130.  
  131. //glow {
  132. //  type 0 | 1 | 2 | 3
  133. //  location VECTOR
  134. //  size FLOAT
  135. //  radius FLOAT
  136. //  fade_power FLOAT
  137. //  color COLOR
  138. //  TRANSFORMATIONS
  139. //}
  140.  
  141. #local Light_offset = 1.2;
  142. //light_source { C1* Light_offset rgb 1 }
  143. //light_source { C2* Light_offset rgb 1 }
  144. //light_source { C3* Light_offset rgb 1 }
  145. //light_source { C4* Light_offset rgb 1 }
  146. //light_source { C5* Light_offset rgb 1 }
  147. //light_source { C6* Light_offset rgb 1 }
  148. //light_source { C7* Light_offset rgb 1 }
  149. //light_source { C8* Light_offset rgb 1 }
  150.  
  151. #local glow_colour = color rgb 1/16;
  152. #local glow_colour_H = color red 1/16;
  153. #local glow_radius= 1;
  154. #local glow_fade_power= 2;
  155. #local glow_size= 1/12;
  156. glow { type 0 location C1 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  157. glow { type 0 location C2 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  158. glow { type 0 location C3 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  159. glow { type 0 location C4 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  160. glow { type 0 location C5 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  161. glow { type 0 location C6 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  162. glow { type 0 location C7 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  163. glow { type 0 location C8 size glow_size radius glow_radius fade_power glow_fade_power color glow_colour }
  164.  
  165. glow { type 0 location offset_H*C1 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  166. glow { type 0 location offset_H*C2 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  167. glow { type 0 location offset_H*C3 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  168. glow { type 0 location offset_H*C4 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  169. glow { type 0 location offset_H*C5 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  170. glow { type 0 location offset_H*C6 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  171. glow { type 0 location offset_H*C7 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  172. glow { type 0 location offset_H*C8 size glow_size radius glow_radius/4 fade_power glow_fade_power color glow_colour_H }
  173.  
  174. //C1*offset_H
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