// Persistence of Vision Ray Tracer Scene Description File // File: serve.pov // Vers: 3.5 // Desc: My first run with pov on this computer..just playing mostly // Date: 7/31/02 // Auth: Abraxas{h}, grumble@gmx.at #include "colors.inc" #include "stones.inc" #include "textures.inc" // perspective (default) camera camera { location <10.0, 5.0, 10.0> //location <0,6,5> look_at <0.0, 0.0, 0.0> //right x*image_width/image_height up y } light_source { 0*x // light's position (translated below) color rgb <1,1,1> translate <20, 60, 20> } sky_sphere { pigment { gradient y color_map { [0 color rgb <0.3, 0.3, 1> ] [1 color blue 0.15 ] } scale 2 translate -1 } } #declare tfloor = texture { hexagon texture{ T_Stone7 }, texture{ T_Stone5 }, texture{ T_Stone4 } } // create a box that extends between the 2 specified points #declare floorbox = box { <-20, -1, -20> // one corner position < 20, 0, 20> // other corner position texture {tfloor} } object { floorbox }//translate <-10, 0, -10> } #declare item = union { box{<0,0,0> <1,3,0.2>} prism {linear_sweep linear_spline 0,-0.2,3,<0,0>,<1,0>,<0.5,1> rotate x*-90 translate y*3} } #declare gate = union { #declare numitems=0; #while (numitems<20) object {item translate x*-2*numitems} #declare numitems=numitems+1; #end box {<1,1,0.2> <-40,0.5,0.4>} box {<1,1.7,0.2> <-40,2.2,0.4>} texture {pigment{White} finish{ambient 0.3} normal{dents 0.3 scale 0.2}} } object {gate scale 1 rotate y*180 translate <-20,0,-20>} object {gate scale 1 rotate y*270 translate <-20,0,20>} sphere{<0.2,2,-10> 2 hollow on pigment {Red} texture{NBglass} finish{ambient 0.5 metallic 0.5 reflection 0.5}} sphere{<-5.3,2,5> 2 hollow on pigment {Green} texture{NBglass} finish{ambient 0.5 metallic 0.5 reflection 0.5}} sphere{<10,2,3> 2 hollow on pigment {Blue} texture{NBglass} finish{ambient 0.5 metallic 0.5 reflection 0.5}} //here comes the around things: sky, fog, ground plane {y, -4 texture{pigment{rgb<0.5,0.8,0.5>}}} sky_sphere { pigment { gradient y color_map { [ 0.0 rgb<0,0,1> ] [ 1.0 rgb<0.5,0.5,1> ] } scale 2 translate -1 } pigment { wrinkles turbulence .2 octaves 6 lambda 5 //3 to 6 omega 0.3 //0.2 to 0.6 color_map { [0 color rgbt <1, 1, 1, 1>] [0.5 color rgbt <0.98, 0.99, 0.99, .6>] [1 color rgbt <1, 1, 1, 1>] } scale <.8, .1, .8> } } fog { distance 1000 color rgb <.7,.7,.8, > fog_type 2 fog_offset 10 fog_alt 2 turbulence 0.1 turb_depth 0.2 }