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render_me.pov
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render_me.pov
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// Persistence of Vision Ray Tracer Scene Description File
// File: xyz.pov
// Vers: 3.6
// Desc: test file
// Date: Sat Sep 7 09:49:33 2019
// Auth: me
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
// include "textures.inc" // Standard Texture definitions
// include "functions.inc" // internal functions usable in user defined functions
// ==== Additional Includes ====
// Don't have all of the following included at once, it'll cost memory and time
// to parse!
// --- general include files ---
// include "chars.inc" // A complete library of character objects, by Ken Maeno
#include "skies.inc" // Ready defined sky spheres
// include "stars.inc" // Some star fields
// include "strings.inc" // macros for generating and manipulating text strings
// --- textures ---
// include "finish.inc" // Some basic finishes
// include "glass.inc" // Glass textures/interiors
// include "golds.inc" // Gold textures
// include "metals.inc" // Metallic pigments, finishes, and textures
// include "stones.inc" // Binding include-file for STONES1 and STONES2
// include "stones1.inc" // Great stone-textures created by Mike Miller
// include "stones2.inc" // More, done by Dan Farmer and Paul Novak
// include "woodmaps.inc" // Basic wooden colormaps
// include "woods.inc" // Great wooden textures created by Dan Farmer and Paul Novak
global_settings {assumed_gamma 1.0}
global_settings {ambient_light rgb<1, 1, 1> }
// perspective (default) camera
camera {
location <3, 0.1, 0.2>
rotate <0.0, 0.0, 10.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 15, 10>
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <20, -15, -10>
}
sky_sphere {S_Cloud2}
cylinder { < -0.35355339059327373, 0.35355339059327373, -0.35355339059327373 >, < 0.35355339059327373, -0.35355339059327373, -0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
cylinder { < 0.35355339059327373, 0.35355339059327373, 0.35355339059327373 >, < 0.35355339059327373, -0.35355339059327373, -0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
cylinder { < -0.35355339059327373, -0.35355339059327373, 0.35355339059327373 >, < -0.35355339059327373, 0.35355339059327373, -0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
cylinder { < 0.35355339059327373, 0.35355339059327373, 0.35355339059327373 >, < -0.35355339059327373, 0.35355339059327373, -0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
cylinder { < 0.35355339059327373, 0.35355339059327373, 0.35355339059327373 >, < -0.35355339059327373, -0.35355339059327373, 0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
cylinder { < -0.35355339059327373, -0.35355339059327373, 0.35355339059327373 >, < 0.35355339059327373, -0.35355339059327373, -0.35355339059327373 >, 0.03 texture {pigment { color rgb <1, 0, 0> } } no_shadow }
sphere { < 0.35355339059327373, 0.35355339059327373, 0.35355339059327373 >, 0.01 texture { pigment { color rgb <0, 0, 1> } } no_shadow }
sphere { < -0.35355339059327373, -0.35355339059327373, 0.35355339059327373 >, 0.01 texture { pigment { color rgb <0, 0, 1> } } no_shadow }
sphere { < -0.35355339059327373, 0.35355339059327373, -0.35355339059327373 >, 0.01 texture { pigment { color rgb <0, 0, 1> } } no_shadow }
sphere { < 0.35355339059327373, -0.35355339059327373, -0.35355339059327373 >, 0.01 texture { pigment { color rgb <0, 0, 1> } } no_shadow }