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sphs.pov
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// Pyramid of 35 spheres POV-Ray source by Blotwell
// Updated by Michael Horvath
// Uploaded to Wikimedia Commons and released under GPL
// +KC +KFI0 +KFF23 +ki0 +kf1
// +KC +KFI0 +KFF11 +ki0 +kf0.5
// +KC +KFI12 +KFF23 +ki0.5 +kf1
// Render frames 0 through 23 (24 is identical to 0)
// AXES MACRO AVAILABLE FROM THE POVRAY OBJECT COLLECTION
#include "Axes_macro.inc"
Axes_Macro
(
1000, // Axes_axesSize, The distance from the origin to one of the grid's edges. (float)
1, // Axes_majUnit, The size of each large-unit square. (float)
10, // Axes_minUnit, The number of small-unit squares that make up a large-unit square. (integer)
0.0001, // Axes_thickRatio, The thickness of the grid lines (as a factor of axesSize). (float)
off, // Axes_aBool, Turns the axes on/off. (boolian)
off, // Axes_mBool, Turns the minor units on/off. (boolian)
off, // Axes_xBool, Turns the plane perpendicular to the x-axis on/off. (boolian)
on, // Axes_yBool, Turns the plane perpendicular to the y-axis on/off. (boolian)
off // Axes_zBool, Turns the plane perpendicular to the z-axis on/off. (boolian)
)
object {Axes_Object}
plane
{
-y,0.00001
pigment {color rgbt <0,0,0,3/4>}
}
global_settings
{
assumed_gamma 1.8
adc_bailout 0.005
max_trace_level 50
radiosity
{
pretrace_start 0.08
pretrace_end 0.01
count 50
error_bound 0.1
recursion_limit 1
normal on
brightness 0.8
always_sample yes
gray_threshold 0.8
media on
}
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[0.0 rgb <0.6,0.7,1.0>*2]
[0.7 rgb <0.0,0.1,0.8>*4]
// [0.0 rgb <0.6,0.7,1.0>/2 + 2/4]
// [0.7 rgb <0.0,0.1,0.8>/2 + 2/4]
}
}
}
background {rgb 1}
light_source
{
<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
parallel
}
light_source
{
<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
rotate y * 90
parallel
}
#declare sq = 1/sqrt(2);
#declare vx = <2,0,0>;
#declare vy = <1,0,sqrt(3)>;
#declare vz = <1,sqrt(8/3),sqrt(1/3)>;
camera
{
location <-15,+11,-12>
up y * 1/2
right x * 1/2 * image_width/image_height
look_at 4 * vz - y * 3
focal_point 4 * vz - y * 3
aperture 1/2
blur_samples 20
}
#declare my_sphere_1 = sphere
{
<0,1,0>, 1
pigment { color rgbf <0.9,1.0,0.9,0.9> }
finish { refraction 1 ior 1.2 }
}
#declare my_sphere_2 = sphere
{
<0,1,0> + vz, 1
pigment { color rgbf <0.9,0.9,1.0,0.9> }
finish { refraction 1 ior 1.2 }
}
#declare my_sphere_3 = sphere
{
<0,1,0> + vz + vz, 1
pigment { color rgbf <1.0,1.0,0.8,0.9> }
finish { refraction 1 ior 1.2 }
}
#declare my_sphere_4 = sphere
{
<0,1,0> + vz + vz + vz, 1
pigment { color rgbf <1.0,0.9,0.9,0.9> }
finish { refraction 1 ior 1.2 }
}
#declare my_sphere_5 = sphere
{
<0,1,0> + vz + vz + vz + vz, 1
pigment { color rgbf <0.9,0.9,0.9,0.9> }
finish { refraction 1 ior 1.2 }
}
#declare my_sphere_6 = union
{
object { my_sphere_1 translate 0 }
object { my_sphere_1 translate vx }
object { my_sphere_1 translate vy }
object { my_sphere_1 translate vx+vx }
object { my_sphere_1 translate vx+vy }
object { my_sphere_1 translate vy+vy }
object { my_sphere_1 translate vx+vx+vx }
object { my_sphere_1 translate vx+vx+vy }
object { my_sphere_1 translate vx+vy+vy }
object { my_sphere_1 translate vy+vy+vy }
object { my_sphere_1 translate vx+vx+vx+vx }
object { my_sphere_1 translate vx+vx+vx+vy }
object { my_sphere_1 translate vx+vx+vy+vy }
object { my_sphere_1 translate vx+vy+vy+vy }
object { my_sphere_1 translate vy+vy+vy+vy }
object { my_sphere_2 translate 0 }
object { my_sphere_2 translate vx }
object { my_sphere_2 translate vy }
object { my_sphere_2 translate vx+vx }
object { my_sphere_2 translate vx+vy }
object { my_sphere_2 translate vy+vy }
object { my_sphere_2 translate vx+vx+vx }
object { my_sphere_2 translate vx+vx+vy }
object { my_sphere_2 translate vx+vy+vy }
object { my_sphere_2 translate vy+vy+vy }
object { my_sphere_3 translate 0 }
object { my_sphere_3 translate vx }
object { my_sphere_3 translate vy }
object { my_sphere_3 translate vx+vx }
object { my_sphere_3 translate vx+vy }
object { my_sphere_3 translate vy+vy }
object { my_sphere_4 translate 0 }
object { my_sphere_4 translate vx }
object { my_sphere_4 translate vy }
object { my_sphere_5 translate 0 }
translate -4 * vz
rotate y * clock * 120
translate +4 * vz
}
object {my_sphere_6}