// PoVRay 3.7 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- // adding a photon{} block to global_settings activates photon mapping. // photons also need to be adjusted for light sources and objects. global_settings { photons { spacing 0.01 // specify the density of photons //count 100000 // alternatively use a total number of photons //gather min, max // amount of photons gathered during render [20, 100] //media max_steps [,factor] // media photons //jitter 1.0 // jitter phor photon rays //max_trace_level 5 // optional separate max_trace_level //adc_bailout 1/255 // see global adc_bailout //save_file "filename" // save photons to file //load_file "filename" // load photons from file //autostop 0 // photon autostop option //radius 10 // manually specified search radius // (---Adaptive Search Radius---) //steps 1 //expand_thresholds 0.2, 40 } } //--------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view location <0.0 , 1.0 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- light_source{<1500,2500, -500> color White // photon block for a light source photons { refraction on reflection on //area_light } } // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 0,0,0> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } // sea --------------------------------------------------------------------- difference{ plane{ <0,1,0>, 0 } box{ <-3,-1,-3>,<3,0.1,3> } texture{ Polished_Chrome normal { bumps 1.75 scale 0.2 turbulence 0.25 } finish { reflection 0.60} scale 3 } photons{ collect off // ignore photons } } box{ <-3,-1,-3>,<3,0,3> texture{ Polished_Chrome normal { bumps 1.75 scale 0.2 turbulence 0.25 } finish { reflection 0.60} scale 3 } // photon block for an object photons{ target 1.0 // spacing multiplier for photons hitting the object // refraction on reflection on //collect off // ignore photons //pass_through // do not influence photons } } //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- cylinder { <0,0,0>,<0,2.00,0>, 0.7 texture { pigment { color rgb<1,1,1> } //normal { bumps 0.5 scale <0.005,0.25,0.005>} finish { ambient 0 phong 0.5 reflection 0.00 } } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of cylinder -------------------------------------