// Persistence Of Vision raytracer version 2.0 sample file. // By David Buck #include "colors.inc" camera { location <0, 10, 200> direction <0, 0, -1> up <0, 1, 0> right <4/3, 0, 0> look_at <0,130,-300> } /* Define the ocean surface */ plane { y, -10 pigment {colour red 1 green 0.3} normal { waves 0.05 frequency 5000 scale 3000 } finish {reflection 1} } /* Put a floor underneath to catch any errant waves from the ripples */ plane { y, -11 pigment {colour red 1 green 0.3} finish {crand 0.05 ambient 1 diffuse 0} } /* Now draw the sky */ sphere { <0, 0, 0>, 300 pigment { gradient <0, 1, 0> colour_map { [0, 0.8 colour red 1 green 0.3 blue 0 colour red 0.7 green 0.7 blue 1] [0.8, 1 colour red 0.7 green 0.7 blue 1 colour red 0.7 green 0.7 blue 1] } scale <300, 300, 300.0> quick_colour red 0.7 green 0.7 blue 1.0 } finish { ambient 0.7 diffuse 0 /* we don't want clouds casting shadows on the sky */ } } /* Put in a few clouds */ sphere { <0, 0, 0>, 259 pigment { bozo turbulence 0.5 colour_map { [0, 0.6 colour Clear colour Clear] [0.6, 0.8 colour Clear colour White] [0.8, 1.001 colour White colour red 0.8 green 0.8 blue 0.8] } quick_colour red 0.7 green 0.7 blue 1 scale <100, 20, 100> } finish {ambient 0.7 diffuse 0} } /* Now to cast some light on the subject */ light_source {<0, 0, -300> colour White rotate <10, 0, 0>}