// Persistence Of Vision Raytracer version 2.0 sample file. // Dark, smokey glass ball // Quick example of how to make a "black" filter. // Just use dark shades of gray. #declare Gray90 = color red .9 green .9 blue .9 #declare Gray80 = color red .8 green .8 blue .8 #declare Gray70 = color red .7 green .7 blue .7 #declare Gray60 = color red .6 green .6 blue .6 #declare Gray40 = color red .4 green .4 blue .4 #declare Gray30 = color red .3 green .3 blue .3 #declare White = color red 1 green 1 blue 1 #declare Blue = color blue 1 #declare Red = color red 1 #declare Yellow = color red 1 green 1 #declare Black_Smoke = pigment { bozo turbulence 0.2 color_map { [0 0.1 color Gray80 filter 1 color Gray60 filter 0.7] [0.1 1 color Gray60 filter 0.7 color Gray30 filter 0.6] } } #declare Dark_Smoke = pigment { bozo turbulence 0.2 color_map { [ 0 .1 color Gray90 filter 1 color Gray70 filter 0.8 ] [ .1 1 color Gray70 filter 0.8 color Gray40 filter 0.7 ] } } camera { location <0.0, 3.0, -10.0> direction <0.0, 0.0, 1.0> up <0.0, 1.0, 0.0> right <4/3, 0.0, 0.0> look_at <0, 2, 0> } // Light source light_source { <10, 20, -30> color White } // Leopard Sky sphere { <0, 0, 0>, 100 pigment { leopard color_map { [ 0 1 color Yellow color Red] } scale 5 } finish { ambient 0.8 // make it "glow" diffuse 0 } } // Black Glass Sphere sphere { <0, 3, 0>, 3 // Try with no refraction or specular pigment { Dark_Smoke } finish { specular 0.9 roughness 0.001 ior 1.51 refraction 1 } } // Bright and Hokey checkered floor plane { y, 0 pigment { checker color White color Blue scale 5 } finish { diffuse 0.8 } }