This is a simple demonstration of a POV Ray file, written example.
// PoVRay 3.7 Scene File " Prato.pov"
// author: Max
// date: 13 September 2014
//--------------------------------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
//#include "glass.inc"
//#include "metals.inc"
//#include "golds.inc"
//#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
//#include "functions.inc"
#include "math.inc"
//#include "transforms.inc"
#include "skies.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view
location <0.0 , 1.0 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view
location <2.0 , 4.5 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view
location <3.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view
location <0.0 , 3.0 ,-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_1}
// sun ---------------------------------------------------------------------
light_source{<-1500,2000,-2500> color White}
// sky ---------------------------------------------------------------------
sky_sphere{ S_Cloud4 // 1 - 5
scale 1
} //end of skysphere
//--------------------------------------------------------------------------
// fog ---------------------------------------------------------------------
fog{ fog_type 2
distance 50
color White*0.5
fog_offset 0.1
fog_alt 2.0
turbulence 0.8
} // end of fog
//--------------------------------------------------------------------------
// fog on the ground -------------------------------------------------
fog { fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 1.5
turbulence 1.8
}
// ground ------------------------------------------------------------
plane { <0,1,0>, 0
texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 }
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
union {
object{ // Wire_Box(A, B, WireRadius, UseMerge)
Wire_Box(<-1,-0.15,-1>,<1,2,1>, 0.075 , 0)
texture{ pigment{ hexagon color White color Blue color Red }
finish { diffuse 0.9 phong 1 }
rotate<60,0,0> scale 0.05 translate<0,0,0>
} // end of texture
scale 1 rotate<0, 0,0> translate<0,0.1,0>
} // ---------------------------------------------
object{
box {<-0.95,-0.10,-0.95>,<0.95,1.95,0.95>}
texture{ T_Wood1
normal { wood 0.5 scale 0.05}
finish { phong 1 }
rotate<0,0, 0> scale 0.5
} // end of texture ------------------------
scale 1 rotate<0, 0,0> translate<0,0.1,0>
} // ------
}
The result is the picture showed below.
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