// Persistence of Vision Ray Tracer Scene Description File // File: ?.pov // Vers: 3.5 // Desc: Basic Scene Example // Date: mm/dd/yy // Auth: ? // #version 3.5; #include "colors.inc" global_settings { assumed_gamma 1.0 ambient_light <0,0,0> } // ---------------------------------------- camera { location <0.0, 0, -10.0> look_at <0.0, -sqrt(2)/2, 0.0> angle 80 } #declare my_radius = -1; #declare my_tightness = 80; #declare my_falloff = 90; #declare ascale=(1-clock)*1.5; // create a point "spotlight" (conical directed) light source light_source { 0*x // light's position (translated below) color rgb <1,0,0> // light's color spotlight // this kind of light source translate <0, 0, -10> // position of light point_at <1, 0, 0>*ascale // direction of spotlight radius my_radius // hotspot (inner, in degrees) tightness my_tightness // tightness of falloff (1...100) lower is softer, higher is tighter falloff my_falloff // intensity falloff radius (outer, in degrees) } light_source { 0*x // light's position (translated below) color rgb <0,1,0> // light's color spotlight // this kind of light source translate <0, 0, -10> // position of light point_at <-1, 0, 0>*ascale // direction of spotlight radius my_radius // hotspot (inner, in degrees) tightness my_tightness // tightness of falloff (1...100) lower is softer, higher is tighter falloff my_falloff // intensity falloff radius (outer, in degrees) } light_source { 0*x // light's position (translated below) color rgb <0,0,1> // light's color spotlight // this kind of light source translate <0, 0, -10> // position of light point_at <0, -sqrt(2), 0>*ascale // direction of spotlight radius my_radius // hotspot (inner, in degrees) tightness my_tightness // tightness of falloff (1...100) lower is softer, higher is tighter falloff my_falloff // intensity falloff radius (outer, in degrees) } // ---------------------------------------- plane { z, +1 pigment { color rgb <1,1,1> } }