// Persistence of Vision Raytracer // Magnifying glass created using POV-Ray's refraction. // A convex lens created with CSG // (and something to view through it) // This example doesn't work very well, but it gives a good // starting point for a better use of the magnifying glass. #include "colors.inc" #include "shapes.inc" #include "textures.inc" #include "fov.inc" // Field of view constants #include "ior.inc" // Index of refraction constants camera { location <0.0, 2, -10> direction <0.0, 0.0, FoV_60> // 60o field of view up <0.0, 1.0, 0.0> right <4/3, 0.0, 0.0> look_at <0, 0, 0> } light_source { <30, 50, -50> color White } light_source { <-30, 10, 20> color Gray50 } fog { color Gray50 distance 200 } // This fog reaches max density at 200z // Background sphere sphere { <0, 0, 0>, 1 finish { crand 0.015 } pigment { gradient y color_map { [0.0 1.0 color Gray80 color Gray30] } scale 10000 } } // A lens. This uses the Ellipsoid quadric to make it independantly // scalable, but it would be faster to use spheres. // It is designed "sideways" so you can see the thickness. // It is then rotated 90o on Y so the viewer is looking through the lens. #declare Lens_Thickness = 0.35 #declare Lens_Diameter = 1.5 #declare Lens = intersection { sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> } sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> } texture { Glass2 // Try Glass and Glass3, too finish { ior Flint_Glass_Ior // Over-ride the Glass IOR value reflection 0 // Over-ride reflection, too } } scale } plane { y, -4 pigment { checker color HuntersGreen color SummerSky scale <3, 1, 3> } finish { ambient 0.2 diffuse 0.6 } } object { Lens rotate 80*y } // A sphere in the distance sphere { <3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange} } object { Cylinder_X finish { Phong_Shiny ambient 0.25 diffuse 0.6 } pigment { granite scale 2 } rotate -75*y translate <0 ,-3, 25> }