// Persistence Of Vision Ray Tracer Scene Description File // ------------------------------------------------------- // File: @(#)kiopov_trans.pov // Desciption: title image for POV KIO slave // Creation Date: $ 30 May 2004, 21:19:00 $ // Last modified: $ 08 Oct 2005, 18:55:57 $ // Author: Christoph Hormann // // -w180 -h180 +a0.2 +am2 +ua // #declare VARIANT_TEST=0; // normal render (for testing) #declare VARIANT_ALPHA=1; // alpha render (for foreground) #declare VARIANT_BKG=2; // background render (for shadow color) #declare VARIANT_SHADOW=3; // shadow render (for shadow shape) #ifndef (Variant) #declare Variant=VARIANT_TEST; #end #declare use_hdri=true; #version unofficial megapov 1.2; global_settings { assumed_gamma 1 max_trace_level 15 tone_mapping { function { min(1, x) } } #if (Variant != VARIANT_SHADOW) radiosity { pretrace_start 0.08 pretrace_end 0.01 count 120 nearest_count 5 error_bound 0.4 recursion_limit 1 low_error_factor .5 gray_threshold 0.0 minimum_reuse 0.015 brightness 0.85 adc_bailout 0.01/2 } #end } camera { location <-1.2, -6.0, 3.5> up z sky z look_at <-0.2, 0.0, 0.6> right x*(image_width/image_height) angle 19 } light_source { <2000, -1600, 2000>*0.5 color rgb <2.2, 1.8, 1.5> area_light 100*x 100*y 6, 6 jitter orient circular adaptive 1 } #declare Angle=10; #if (use_hdri) sphere { 0,1 pigment { image_map { hdr "patio.hdr" once interpolate 2 map_type 2 } scale 2 translate -y } finish { ambient 1 diffuse 0 } scale 2000 rotate 90*x hollow rotate Angle*z no_image } #else sky_sphere { pigment { gradient z color_map { [0.0 rgb <0.6,0.7,1.0>] [0.2 rgb <0.2,0.3,0.9>] } } } #end // ---------------------------------------- plane { z, 0.0 texture { pigment { color rgb 1 } #switch (Variant) #case (VARIANT_TEST) finish { ambient 0 diffuse 0.5 } #break #case (VARIANT_ALPHA) finish { ambient 0 diffuse 0.5 } #break #case (VARIANT_BKG) finish { ambient 0 diffuse 0.25 } #break #case (VARIANT_SHADOW) finish { ambient 0.05 diffuse 1.05 } #break #end } #if (Variant = VARIANT_ALPHA) no_image #end } #declare Tex_Metal= texture { pigment { color rgb <1.0, 0.6, 0.2> } finish{ diffuse 0.4 ambient 0.0 roughness 0.007 reflection { 0.5 metallic } conserve_energy } } #declare Tex_Metal2= texture { pigment { color rgb <0.1, 0.23, 1.0> } finish{ diffuse 1.0 ambient 0.0 specular 0.6 roughness 0.012 reflection { 0.15 metallic } conserve_energy } } #include "glass.inc" #declare Mat_Glass1= material { texture { pigment { color rgbt <0.5, 0.5, 0.75, 0.9> } finish { reflection { 0.2, 1.0 fresnel on } diffuse 0.5 ambient 0 specular 0.2 roughness 0.007 conserve_energy } } interior { I_Glass2 fade_color Col_Amethyst_03 fade_distance 0.2 } } // ---------------------------------------- #declare fn_Spline1= function { spline { linear_spline -100, < 0.0, 0>, -10, < 0.0, 0>, -0.3, < 0.0, 0>, -0.295, < 0.0, 0.1>, -0.165, < 1.0, 0.9>, -0.16, < 1.0, 1>, -0.14, < 1.0, 1>, -0.12, < 1.0, 1>, -0.10, < 1.0, 1>, -0.08, < 1.0, 1>, -0.06, < 1.0, 1>, 0.06, < 1.0, 1>, 0.08, < 1.0, 1>, 0.10, < 1.0, 1>, 0.12, < 1.0, 1>, 0.14, < 1.0, 1>, 0.16, < 1.0, 1>, 0.165, < 1.0, 0.9>, 0.295, < 0.0, 0.1>, 0.3, < 0.0, 0>, 10, < 0.0, 0> , 100, < 0.0, 0> } } #include "iso_csg.inc" #include "shapes.inc" #local fn_dents= function(x) { fn_Spline1(x-int(x)-0.5).y } #local fn_cyl= function { f_r(x, y, 0)-0.5 -fn_dents(abs(atan2(x,y)*4/pi))*0.18 } #declare Povray_LogoX = merge { difference { cone {2*y, 1, -4*y, 0} sphere {2*y, 1.4 scale <1,1,2>} } difference { sphere {0, 1 scale <2.6, 2.2, 1>} sphere {0, 1 scale <2.3, 1.8, 2> translate <-0.35, 0, 0>} rotate z*30 translate 2*y } rotate <0, 0, -25> translate <-0.5,-0.35,0> scale 1/4 } union { difference { isosurface { function { fn_cyl(x,y,z) } max_gradient 5 contained_by { box { <-1,-1,0.03>,<1,1,0.35> } } } Round_Cylinder_Merge(<0,0,0.28>, 0.6*z, 0.4, 0.03) cylinder { -z, z, 0.1 } texture { Tex_Metal2 } } difference { Round_Cylinder_Union(<0,0,0>, 0.3*z, 0.29, 0.03) cylinder { -z, z, 0.1 } texture { Tex_Metal2 } } object { Povray_LogoX rotate 90*x scale 0.75 translate <0.26,0,0.75> texture { Tex_Metal } } sphere { 2*y, 1 rotate <0, 0, -25> translate <-0.5,-0.35,0> scale 1/4 rotate 90*x scale 0.75 translate <0.26,0,0.75> material { Mat_Glass1 } } #if ((Variant = VARIANT_BKG) | (Variant = VARIANT_SHADOW)) no_image #end }