// Persistence Of Vision raytracer version 2.0, sample file. // a very simple file to demonstrate material_map - CdW // 7/29/91 // NOTE: Uses POVMAP.GIF #include "colors.inc" #include "textures.inc" camera { location <0, 0,-120> direction <0, 0, 2> up <0, 1, 0> right <4/3, 0, 0> } sphere { <0, 0, 0>, 25 texture { material_map { gif "povmap.gif" /* Now a list of textures to map with instead of colors */ texture { pigment {color red 0.3 green 0.1 blue 1} normal {ripples 0.85 frequency 10 } finish {specular 0.75} scale 5 } texture { pigment {White} finish {ambient 0 diffuse 0 reflection 0.9 specular 0.75} } texture {pigment{NeonPink} finish{Luminous}} texture { pigment { gradient y colour_map { [0.00, 0.33 colour red 1 green 0 blue 0 colour red 0 green 0 blue 1] [0.33, 0.66 colour red 0 green 0 blue 1 colour red 0 green 1 blue 0] [0.66, 1.001 colour red 0 green 1 blue 0 colour red 1 green 0 blue 0] } } finish{specular 0.75} scale 8 } } scale 30 translate <-15, -15, 0> } } /*Sky*/ sphere { <0, 0, 0>, 2000 pigment { bozo turbulence 0.67 colour_map { [0, 0.5 colour red 0.25 green 0.25 blue 0.5 colour red 0.25 green 0.25 blue 0.5] [0.5, 0.6 colour red 0.25 green 0.25 blue 0.5 colour red 0.7 green 0.7 blue 0.7] [0.6, 1.001 colour red 0.7 green 0.7 blue 0.7 colour red 0.3 green 0.3 blue 0.3] } scale <500, 200, 500.0> } } plane { y,-25 pigment { checker color Gold color Firebrick scale 10 } finish { ambient 0.1 diffuse 0.8 /*reflection 0.6*/ } } light_source {<100, 140, -130> colour White}