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41 results

diffract.pov

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  • user avatar
    Brecht Van Lommel authored
    Differential Revision: https://developer.blender.org/D3746
    d7d32337
    History
    diffract.pov 3.90 KiB
    // This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
    // To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
    // letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
    
    // Persistence Of Vision raytracer sample file.
    //
    // -w320 -h240
    // -w800 -h600 +a0.3
    
    #version 3.6;
    global_settings{ assumed_gamma 1.0 max_trace_level 5 }
    
    #include "colors.inc"
    #include "woods.inc"
    
    
    #declare IOR = 1.45;
    #declare Fade_Distance = 2;
    #declare Fade_Power = 3;
    
    #declare Texture01 = texture {
       pigment {
         color rgbf <1, 1, 1, 1>
       }
       finish {
          diffuse 0.000001
          metallic on
          ambient 0
          reflection 0.05
          specular 1
          roughness 0.001
          irid {
             0.65             // contribution to overall color
             thickness 0.8    // affects frequency, or "busy-ness"
             turbulence 0.1   // Variance in film thickness
          }
       }
    }
    
    #declare Interior01 =
       interior {
          fade_distance Fade_Distance
          fade_power Fade_Power
          ior IOR
          caustics 1.0
       }
    
    
    #declare Texture02a = texture {
        T_Wood1
        scale 2
        rotate x*90
        translate x*5
        finish {
            ambient 0.4
        }
    }
    #declare Texture02 = texture {
       pigment {
         color rgb<0.800, 0.800, 0.800>
       }
       finish {
         brilliance 0.5
         metallic on
         diffuse 0.200
         ambient 0.000
         specular 0.300
         roughness 0.02
       }
    
    }
    
    #declare Texture03 = texture { Texture01 }
    
    //----------------------------------------------------------------------
    // This scene uses a non-standard camera set-up. 
    // (See CAMERA in the included documentation for details.) 
    // If you are new to POV-Ray, you might want to try a different demo scene.
    //----------------------------------------------------------------------
    camera {  //  Camera StdCam
      angle 45
      location  <3.50, -15.00, 3.00>
      direction <0.0,     0.0,  1.6542>
      sky       <0.0,     0.0,  1.0>  // Use right handed-system!
      up        <0.0,     0.0,  1.0>  // Where Z is up
      right x*image_width/image_height // keep proportions with any aspect ratio
      look_at   <0.000, 0.000, -2.7500>
    }
    
    #declare Intensity = 20;
    #declare L_Fade_Distance = 20;
    #declare L_Fade_Power = 2;
    #declare ALL = 8;
    #declare ALW = 8;
    #declare ALR = 6;
    
    #declare Area_Light=off;
    
    light_source {   // Light1
      <-0.2, 100, 65>
      color Cyan * Intensity
    #if(Area_Light)
      area_light x*ALL, z*ALW, ALR, ALR
      adaptive 1
      jitter
    #end
      fade_distance L_Fade_Distance
      fade_power L_Fade_Power
    }
    
    light_source {   // Light1
      <0,  95, 65>
      color Yellow * Intensity
    #if(Area_Light)
      area_light x*ALL, z*ALW, ALR, ALR
      adaptive 1
      jitter
    #end
      fade_distance L_Fade_Distance
      fade_power L_Fade_Power
    }
    
    light_source {   // Light1
      <0.2,  90, 65>
      color Magenta * Intensity
    #if(Area_Light)
      area_light x*ALL, z*ALW, ALR, ALR
      adaptive 1
    #end
      jitter
      fade_distance L_Fade_Distance
      fade_power L_Fade_Power
    }
    
    sky_sphere {
        pigment {
            gradient y
            color_map {
               [0.0 color Gray10]
               [1.0 color Gray30]
            }
        }
    }
    
    union {
      cylinder {   <-3,0,0>, <3,0,0>, 0.3 }
      torus { 1.0, 0.25
        rotate z*90
        }
      texture {Texture01}
      interior {Interior01}
      translate  <0.0, -4.0, -0.5>
    }
    
    box { <-1, -1, -1>, <1, 1, 1>
      texture {Texture01}
      interior {Interior01}
    
      scale <3.0, 0.5, 0.5>
      translate  -1.75*z
      rotate x*45
      translate  -1.5*y
    }
    
    sphere { <0,0,0>,1
      texture {Texture03}
      interior {Interior01}
      translate <3, 3, -1>
    }
    sphere { <0,0,0>,1
      texture {Texture03}
      interior {Interior01}
    
      translate  <0,3.0, -0.5>
    }
    sphere { <0,0,0>,1
      texture {Texture03}
      interior {Interior01}
      translate  <-3.0, 3.0, -1>
    }
    cone { 0, 1, -2*z, 0
      texture {Texture03}
      interior {Interior01}
      translate  <-4.0, 0.3, 0>
    }
    cone { 0, 1, -2*z, 0
      texture {Texture03}
      interior {Interior01}
      translate  <4.0, 0.3, 0>
    }
    
    plane { z, -2
        hollow on
        pigment { Gray60 }
    }