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#include "colors.

inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
#include "stones.inc"

// ultra_wide_angle lens for wide, rectangular field of view


camera {
ultra_wide_angle
location <0, 6, -15> // position
look_at <0, 0, 0> // view
right x*image_width/image_height // aspect
angle 90 // field
}

#version 3.6;

#declare Photons=on;

global_settings {
assumed_gamma 1.0
max_trace_level 5
#if (Photons) // global photon block
photons {
spacing 0.02 // specify the density of photons
}

#end
}
// create a rainbow arc
rainbow {
angle 30 // degrees
width 6 // degrees
distance 1000
direction <0,-0.5,1>
jitter 0.01
arc_angle 180 // degrees
falloff_angle 60 // degrees
// up <UP>
color_map {
[0.000 color rgbf <1.0, 0.5, 1.0, 1.0> ]
[0.100 color rgbf <1.0, 0.5, 1.0, 0.8> ]
[0.214 color rgbf <0.5, 0.5, 1.0, 0.8> ]
[0.328 color rgbf <0.2, 0.2, 1.0, 0.8> ]
[0.442 color rgbf <0.2, 1.0, 1.0, 0.8> ]
[0.556 color rgbf <0.2, 1.0, 0.2, 0.8> ]
[0.670 color rgbf <1.0, 1.0, 0.2, 0.8> ]
[0.784 color rgbf <1.0, 0.5, 0.2, 0.8> ]
[0.900 color rgbf <1.0, 0.2, 0.2, 0.8> ]
}
}
light_source {
<500,500,150> // light's position
color rgb 1.3 // light's color
photons { // photon block for a light source
refraction on
reflection on
}
}

sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}

// ----------------------------------------

plane {
y, 0
texture {
pigment { color rgb <1.0, 0.8, 0.6> }
}
}

#declare M_Glass= // Glass material


material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0.05
specular 0.6
roughness 0.005
reflection {
0.1, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.5
fade_power 1001
fade_distance 0.9
fade_color <0.5,0.8,0.6>
}
}

sphere {
<0,1,0>, 1
translate <1.0,0,-1.3>
material { M_Glass }
photons { // photon block for an object
target 1.0
refraction on
reflection on
}
}

cylinder {
<-5,0.01,0>, <-5,2.5,0>, 1
translate <-1.2,0,0.8>
pigment { color <1,0,0,1,1> }

}
box { <-5, -1, -6>, <-2, 1, -4>
pigment { color <1,0,0> } texture {
pigment { // (---surface color---)
marble // some pattern
color_map { // color map
[0.1 color red 1]
[0.5 color rgbf 1]
}
turbulence 0.5 // some turbulence
scale <1,3,1> // transformations
}
normal { // (---surface bumpiness---)
marble 0.3 // some pattern (and intensity)
turbulence 0.5 // some turbulence
scale <1,3,1> // transformations
}
finish { // (---surface finish---)
ambient 0.2
specular 0.6 // shiny
}
}
}

cone { <5, 1, 0>, 0.0, <5, -1, 0>, 1.0


pigment { color <1,0,0> } }

disc { <8, 2, -5>, z, 1.0, 0.2


pigment { color <1,0,0> }// material {} is a wrapper for interior and
texture
// you can declare it like texture and interior too
// Note that it has nothing to do with material_map
material {
texture {
pigment { color rgbt <0.5, 0.5, 0.7, 0.5> }
finish { diffuse 0.2 specular 0.6 }
}
interior {
ior 1.5
}
} }

sphere { <0, 2, 12>, 1.5


pigment { color <1,0,0> } // show reflections, but not the object
directly
no_image
}

box { <-5, -1, -10>, <0, 1, -8>


texture { T_Stone28 scale 100 } }

// triangular FINITE (no CSG) shape (vertices are endpoints)


triangle {
<5, 1, -5>, // <Vertex1>
< 5, 1, -8>, // <Vertex2>
< 2, 1, -8> // <Vertex3>
pigment { color <1,0,0,1> } }

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