// Persistence Of Vision raytracer version 2.0 sample file. // This data declares Hardwood, a Floor & walls w/base moulding //Light tan to d.brown #declare br01 = colour red 1.00 green 0.94 blue 0.71 #declare br02 = colour red 1.00 green 0.88 blue 0.65 #declare br03 = colour red 0.94 green 0.80 blue 0.59 #declare br03 = colour red 0.94 green 0.80 blue 0.59 #declare br04 = colour red 0.80 green 0.69 blue 0.52 #declare br05 = colour red 0.72 green 0.63 blue 0.46 #declare br06 = colour red 0.78 green 0.63 blue 0.46 #declare br07 = colour red 0.74 green 0.59 blue 0.49 #declare br08 = colour red 0.66 green 0.51 blue 0.41 #declare br09 = colour red 0.61 green 0.50 blue 0.42 #declare br10 = colour red 0.58 green 0.45 blue 0.32 #declare br11 = colour red 0.65 green 0.45 blue 0.32 #declare br12 = colour red 0.65 green 0.41 blue 0.28 #declare br13 = colour red 0.58 green 0.41 blue 0.28 #declare br14 = colour red 0.57 green 0.37 blue 0.24 #declare br15 = colour red 0.60 green 0.37 blue 0.24 #declare br16 = colour red 0.54 green 0.35 blue 0.25 #declare br17 = colour red 0.56 green 0.31 blue 0.21 #declare br18 = colour red 0.45 green 0.31 blue 0.16 #declare br19 = colour red 0.45 green 0.31 blue 0.21 #declare br20 = colour red 0.41 green 0.27 blue 0.17 #declare br21 = colour red 0.40 green 0.24 blue 0.14 #declare br22 = colour red 0.37 green 0.24 blue 0.11 #declare br23 = colour red 0.37 green 0.24 blue 0.18 #declare br24 = colour red 0.34 green 0.21 blue 0.15 #declare br25 = colour red 0.40 green 0.21 blue 0.15 #declare br26 = colour red 0.32 green 0.19 blue 0.07 #declare br27 = colour red 0.30 green 0.14 blue 0.02 #declare br28 = colour red 0.30 green 0.14 blue 0.10 #declare br29 = colour red 0.24 green 0.16 blue 0.12 #declare br30 = colour red 0.25 green 0.13 blue 0.09 #declare br31 = colour red 0.21 green 0.09 blue 0.05 #declare pop_wood = texture { pigment { marble color_map { [0.0 0.2 color br16 color br16] [0.2 0.4 color br16 color br14] [0.4 0.6 color br14 color br17] [0.6 0.8 color br17 color br17] [0.8 0.9 color br17 color br14] [0.9 1.01 color br14 color br16] } turbulence 0.4 scale <13, 13, 1> } finish { ambient 0.8 phong 0.5 } } texture { pigment { wood color_map { [0.0 0.05 color br25 color br25 filter 0.5] [0.05 0.2 color br25 filter 0.5 color br21 filter 1.0] [0.2 0.7 color br21 filter 1.0 color br21 filter 0.8] [0.7 0.8 color br27 filter 0.7 color br27 filter 1.0] [0.8 0.9 color br27 filter 1.0 color br27 filter 0.7] [0.9 1.01 color br27 filter 1.0 color br30 filter 0.5] } turbulence 0.5 scale <5, 15, 1> } finish { ambient 0.9 phong 1.0 } } /*************************************************************/ #declare zeb_wood = texture { pigment { marble color_map { [0.0 0.2 color br16 color br16] [0.2 0.4 color br16 color br14] [0.4 0.6 color br14 color br17] [0.6 0.8 color br17 color br17] [0.8 0.9 color br17 color br14] [0.9 1.01 color br14 color br16] } turbulence 0.25 scale <13 13 1> } finish { ambient 0.3 diffuse 1.2 } } texture { pigment { wood color_map { [0.0 0.05 color br25 color br25 filter 0.7] [0.05 0.2 color br25 filter 0.7 color br21 filter 1.0] [0.2 0.7 color br21 filter 1.0 color br21 filter 0.8] [0.7 0.8 color br27 filter 0.7 color br27 filter 1.0] [0.8 0.9 color br27 filter 1.0 color br27 filter 0.7] [0.9 1.01 color br27 filter 1.0 color br30 filter 0.7] } turbulence 0.3 scale <5, 15, 5> } finish { ambient 0.6 diffuse 0.9 } } texture { pigment { wood color_map { [0.0 0.05 color br25 color br25 filter 0.4] [0.05 0.2 color br25 filter 0.4 color br21 filter 0.8] [0.2 0.7 color br21 filter 0.8 color br21 filter 0.9] [0.7 0.8 color br27 filter 0.8 color br27 filter 0.6] [0.8 0.9 color br27 filter 0.6 color br27 filter 0.4] [0.9 1.01 color br27 filter 0.5 color br30 filter 0.8] } turbulence 0.2 scale <4, 20, 4> } finish { diffuse 0.9 ambient 0.3 } } /*------------------ MAKE HARDWOOD FLOOR ----------------------------------*/ #declare wt = texture { zeb_wood scale <10, 20, 20> finish { crand 0.01 phong 0.5 phong_size 20 } } #declare plank = object { Cube scale <100, 700, 4> texture { wt } } #declare the_floor = union { object { plank texture { wt translate 100*y } translate 0*x } object { plank texture { wt translate 0*y } translate 204*x } object { plank texture { wt translate 50*y rotate -20*z } translate 408*x } object { plank texture { wt translate -100*y } translate 612*x } object { plank texture { wt translate -30*y } translate -204*x } object { plank texture { wt translate 100*y } translate -408*x } object { plank texture { wt translate -50*y rotate 20*z } translate -612*x } object { Cube scale <500, 500, 1> } texture { pigment { Black } translate <0, -4, 20> } bounded_by { object { Cube scale <720, 500, 5> } } } /*--------------------START THE WALLS-------------------------*/ #declare cwall = texture { pigment { DarkSlateGray } finish { crand 0.05 } } /*---------------- Build BaseBoards ------------------------*/ #declare baseboard = difference { union { object { Cube scale <300, 50, 120> translate <0, 50, 0> } object { Cube scale <290, 25, 110> translate <0, 125, 0> } sphere { <0, 0, 0>, 10 translate <290, 110, -110> } sphere { <0, 0, 0>, 10 translate <290, 110, 110> } object { Disk_X scale <580, 10, 10> translate <-290, 110, -110> } object { Disk_Z scale <10, 10, 220> translate <290, 110, -110> } } object { Cylinder_X scale <1, 20, 20> translate <0, 150, -110> } object { Cylinder_Z scale <20, 20, 1> translate <290, 150, 0> } pigment { Gray } finish { ambient 0.2 diffuse 0.7 phong 1.0 } bounded_by { object { Cube scale <305, 80, 125> translate <0, 77, 0> } } } /*--------------- THE PLASTER WALL ------------------------------------*/ #declare plaster = object { Cube scale <260, 250, 80> texture { cwall } } /*-------------- WALL WITH BASE ATTACHED ------------------------------*/ #declare wall = union { object { plaster translate <0, 400, 0> } object { baseboard } }