/**************************************** * JB's Ultra Basic POVRay Demo * * 11-20-2005 * ****************************************/ #include "colors.inc" #include "woods.inc" #include "skies.inc" #include "shapes.inc" #declare Radiosity = on; // Set to off to speed up test renders (Changes the look quite a bit) #declare CameraNum = 1; // Set to: (1) In front of table (2) Behind Table (3) Above Table #declare Dist=100.0; // fade distance for lights global_settings { #if (Radiosity) radiosity { pretrace_start 0.08 pretrace_end 0.04 count 35 nearest_count 5 error_bound 1.8 recursion_limit 3 low_error_factor 0.5 gray_threshold 0.0 minimum_reuse 0.015 brightness 1 adc_bailout 0.01/2 } #end } #switch (CameraNum) #case (1) // Front Camera camera { location <10, 4.5, 0> direction <0, 0, 2.25> look_at <0,0,0> } #break #case (2) // Back Camera camera { location <-10, 4.5, 0> look_at <0, 0, 0> } #break #case (3) // Above Table camera { location <-2.8, 3, 1> look_at <-2.8, 0.5, 0.5> } #break #end /* Lighting */ light_source { < 2, 4, 4> color White fade_distance Dist fade_power 1 adaptive 1 } /*********** Objects ************/ union { // Table Top object { Round_Box(<-1, -0.125, -1>, <1, 0, 1>, 0.1, no) texture { tiles { texture { pigment { wrinkles turbulence 1.0 colour_map { [0.0 0.7 colour White colour White] [0.7 0.9 colour White colour red 0.8 green 0.8 blue 0.8] [0.9 1.0 colour red 0.8 green 0.8 blue 0.8 colour red 0.5 green 0.5 blue 0.5] } scale <0.3, 0.5, 0.3> rotate -30*y } finish { specular 0.5 roughness 0.02 reflection 0.125 } } tile2 texture { pigment { granite scale <0.3, 1, 0.3> colour_map { [0 1 colour Black colour red 0.5 green 0.5 blue 0.5] } } finish { specular 0.25 roughness 0.02 reflection 0.25 } } } scale <8, 1, 8> } rotate <180, 0, 0> translate <0, -0.1, 0> } // Table Stand cylinder { <0, -0.125, 0> <0, -2.5, 0> 0.125 texture { pigment {color Black} finish { specular 0.125 roughness 1 ambient 0.2 } } } // Table Base cone { <0, -2.5, 0>, 0.125 <0, -2.65, 0>, 0.75 texture { pigment {color Black} finish { specular 0.125 roughness 1 ambient 0.2 } } } translate <-3, 0, 0> } /* Start Bowling Ball */ difference { sphere { <0.2, 0.5, 0.5> // center of sphere 0.5 // radius of sphere texture { T_Wood2 finish { specular 0.25 roughness 0.025 ambient 0.2 } normal { bumps 0.5 scale 0.5 } } } // Index Finger Hole cylinder { <0.7, 1, 0.5> <0.2, 0.5, 0.5> 0.05 texture { T_Wood2 finish { specular 0.25 roughness 0.025 ambient 0.2 } } } // Middle Finger cylinder { <0.5, 1, 0.3> <0.2, 0.5, 0.5> 0.05 texture { T_Wood2 finish { specular 0.25 roughness 0.025 ambient 0.2 } } } // Thumb cylinder { <0.2, 1, 0.6> <0.2, 0.5, 0.5> 0.05 texture { T_Wood2 finish { specular 0.25 roughness 0.025 ambient 0.2 } } } translate <-3, 0, 0> } /*********** Scene ************/ // Floor cylinder { <0, -2.65, 0>, <0, -2.70, 0>, 12 texture { pigment { checker Gray85 Black scale <0.625 0.625 0.625> } finish { phong 0.5 } } } /* Flat Blue Clouds */ sky_sphere { pigment {planar colour_map{[0,rgb <0.1,0.9,1>][1, rgb <0.1,0.2,1>]}} pigment { bozo turbulence 0.3 octaves 6 omega 0.7 lambda 2 color_map { [0.0 0.1 color rgb <0.85, 0.85, 0.85> color rgb <0.75, 0.75, 0.75>] [0.1 0.5 color rgb <0.75, 0.75, 0.75> color rgbt <1, 1, 1, 1>] [0.5 1.0 color rgbt <1, 1, 1, 1> color rgbt <1, 1, 1, 1>] } scale <0.2, 0.5, 0.2> } }