// Persistence of Vision Ray Tracer Scene Description File // File: ?.pov // Vers: 3.5 // Desc: scence template // Date: 10/06/04 // Auth: mrg // #version 3.5; #include "colors.inc" global_settings { assumed_gamma 1.0 ambient_light color rgb <1,1,1> } background { color rgb <.1, 0.1, 0.1> } #declare lclock=clock+.75; //some handy recyclable definitions #declare mrg_blue_texture= texture { pigment { // (---surface color---) color rgb <0,0,.8> } finish { // (---surface finish---) ambient 1.0 specular 0.1 // shiny } } #declare mrg_aqua_texture= texture { pigment { // (---surface color---) color rgb <.0,.5,.5> } finish { // (---surface finish---) ambient 1.0 specular 0.1 // shiny } } // create a sphere shape sphere { <0, 0, 0> // center of sphere 0.15 // radius of sphere texture{mrg_blue_texture} } //rays // cylinder { , , RADIUS } #declare ray = union{ cylinder { 0*z, -4*z, .01 // rotate 360*clock*z } cone { -z, .04, -1.1*z, 0 } texture{mrg_aqua_texture} no_shadow } #declare Nx=8; #declare Ny=Nx/4; #declare jy=0; union{ #while(jy <= int(Ny+.2)) #declare nxs=Nx*cos(jy/Ny*pi/2); #declare ix=0; #while(ix+trns((lclock-.1)/.8)*<-4,4, -15.0>*.8 // location <-18,12, -30.0> right x*image_width/image_height look_at <0.0, 0.0, 0.0> angle 20 } /* light_source { <0, 0, 0> // light's position (translated below) color rgb <1, 1, 1> // light's color translate <-30, 30, -30>//place it to the left (neg x), above (pos y) and behind (neg z) vantage point } */ // ----------------------------------------