// Persistence Of Vision raytracer version 2.0 sample file. // Fun with filter (and other neat tricks). #include "shapes.inc" #include "colors.inc" camera { location <0, 2, -4.5> direction <0, 0, 1> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 0.4, 0> } // Floor, with phoney gray "planks" plane { y, 0 pigment { gradient x color_map { [0, 0.25 color Gray color Gray] [0.25, 0.50 color DimGray color LightGray] [0.50, 0.75 color LightGray color Gray] [0.75, 1 color Gray color Gray] } scale <0.45, 1, 1> } finish{ambient 0.1 diffuse 0.7} } // Note: Clear = color White filter 1 // A blobby sphere sphere { <0, 1, -1.5>, 1 pigment { bozo turbulence 0.5 octaves 1 scale 0.2 color_map { [0, 0.5 color red 1 filter 0.5 color red 1 filter 1] [0.5, 1 color Clear color Clear] } } finish {ambient 0.15 diffuse 0.7} } // A sliced green box object { UnitBox rotate 45*y translate <-4, 1, 4> pigment { gradient y color_map { [0, 0.5 color Green color Green] [0.5, 1 color Clear color Clear] } scale 0.5 } } // A yellow, swirly finite cylinder object { Disk_Y translate <4, 1, 4> pigment { gradient y turbulence 2 octaves 1 color_map { [0, 0.5 color Yellow color Yellow] [0.5, 1 color Clear color Clear] } scale 0.5 } } light_source { <10, 12, -40> colour White }