// 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" // general math functions and macros // #include "math.inc" global_settings { assumed_gamma 1.2 ambient_light color rgb <1,1,1> } background { color rgb <.05, 0.05, 0.05> } #declare lclock=clock+0.25; #declare trns = function(tt) { (1-cos(pi*max(min(tt,1),0)))/2 } #declare half_sep = (8*trns((lclock-.1)/.8)+1)/2; #macro ff(rr) ( (rr-y*half_sep)/pow(vlength(rr-y*half_sep),3)-(rr+y*half_sep)/pow(vlength(rr+y*half_sep),3) ) #end #macro dl(ll) ( ff(ll)/vlength(ff(ll)) ) #end #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_red_texture= texture { pigment { // (---surface color---) color rgb <.60,0,.0> } 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 } } sphere { <0, half_sep, 0>, 0.25 texture{mrg_blue_texture} no_shadow} sphere { <0, -half_sep, 0>, 0.25 texture{mrg_red_texture} no_shadow} #declare Nx=8; //number of lines "emanating from the equator #declare Ny=Nx/2; //row index from pole to pole goes from 0 to Ny #declare jy=1; //skip poles for this part #while(jy0) #declare llnew=llold+dl(llold)*ds; cylinder{llold,llnew,.025 texture{mrg_aqua_texture} no_shadow} cylinder{llold,llnew,.025 texture{mrg_aqua_texture} scale<1,-1,1> no_shadow} #declare llold=llnew; #end } #declare nxs=Nx*sin(jy/Ny*pi); #declare ix=0; #while(ix no_shadow} cylinder{-15*y,15*y,.025 texture{ pigment { checker color Black, color Yellow scale <20,.5,20> translate +2*(x+z) } finish{ambient 1} } scale<1,-1,1> no_shadow} box { -.01*y+10*(x+z), +.01*y-10*(x+z) pigment { // brick color Yellow, color rgbt <1,1,1,1> brick color rgbt <.75,.5,.1,.25> , color rgbt <.1,.1,.1,.7> brick_size <1,1,1> mortar .05 //rotate 90*y translate -.5*x-.02*y } finish{ambient 1} } camera { // location (1-trns((lclock-.2)/.6))*<25,15, -35.0>+trns((lclock-.2)/.6)*<2,5, -15.0> location <25,8, -35.0>*4 // location <0,15, 0>*4 right x*image_width/image_height look_at <0.0, 0.0, 0.0> angle 25/5 } /* solid pattern for use in texture/pigment/normal(/density) // brick pattern generates a brick wall like structure brick color Gray, // color of mortar color Red // color of brick brick_size <2,1,1> // size of brick (optional) mortar 0.2 // width of mortar (optional) */ /* 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 } */ // ----------------------------------------