// Persistence Of Vision raytracer version 3.0 scene file.
// Original rendering using triangulated surfaces by Wikimedia commons Ag2gaeh
// Reprogramming with povray functions by Dr. Schorsch
#version 3.0
global_settings { assumed_gamma 1.0 }
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "woods.inc"
// Moi
camera {
location <7, 3, -8.0>
direction <0.0, 0.0, 1.0>
up <0.0, 1.0, 0.0>
right x*image_width/image_height
look_at <0, 0, 0>
}
// Some Light just above the horizon for a long shadow
light_source
{
<20, 6, -60>
color White
}
light_source{<60, 6, -20> color White}
// The Cloudy Blue Sky
sphere
{
<0, 0, 0>, 10000
pigment
{
Bright_Blue_Sky
scale <4000, 600, 1000>
}
}
// The Hilly Grassy Land
plane
{
y, -2
pigment { color red 0.2 green 3.0 blue 0.4 }
finish
{
crand 0.025 // a little randomness to hide the rather severe color banding
ambient 0.1
diffuse 0.7
roughness 1
}
normal { bumps 0.5 scale 10 }
}
// x^4 + y^4 + z^+4 - 1 = 0
quartic {
<1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,
1,0,0,0,-1>
//#include "trizyk4_pov1.pp"
scale <2,2,2>
rotate <-90, 5, 0>
translate <-2, 0, -1.5>
pigment{color Green}
pigment {
wood
turbulence 0.04
colour_map {
[0.0 0.4 color red 0.8 green 0.4 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.4 0.5 color red 0.1 green 0.3 blue 0.1
color red 0.1 green 0.3 blue 0.2]
[0.5 0.8 color red 0.1 green 0.3 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.8 1.0 color red 0.8 green 0.4 blue 0.1
color red 0.8 green 0.4 blue 0.2]
}
scale <0.2, 0.2, 1>
rotate <45, 0, 5>
translate <2, 2, -4>
}
finish {
// make it look wood-like
ambient 0.15
diffuse 0.6
// make it a little bit shiny
specular 0.3 roughness 0.01
phong 0.3 phong_size 60
}
}
cylinder{ <0,0,-3>,<0,0,3>, 1
open
//#include "trizyk4_pov2.pp"
rotate <0, 5, 0>
translate <-2, 1.1, -1.5>
pigment { color Red }
finish {
specular 0.75
roughness 0.085
ambient 0.15
diffuse 0.6
reflection 0.02
}
}
// Rest of cylinder minus quartic
difference
{
cylinder { <0,0,-3>,<0,0,3>, 1 open
//#include "trizyk4_pov2.pp"
//scale <2,2,2>
rotate <0, 15, 0>
translate <2.8, 1.1, 0.8>
}
cylinder { <0,0,-3.5>,<0,0,3.5>, 0.99
//#include "trizyk4_pov2.pp"
//scale <2,2,2>
rotate <0, 15, 0>
translate <2.8, 1.1, 0.8>
}
quartic {
<1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,
1,0,0,0,-1>
//#include "trizyk4_pov1.pp"
scale <2,2,2>
rotate <0, 15, 0>
translate <2.8, 0, 0.8>
hollow on
}
hollow on
translate 1.8*y
pigment { color Red }
finish {
specular 0.75
roughness 0.085
ambient 0.15
diffuse 0.6
reflection 0.02
}
}
// Quartic minus cylinder
difference
{
quartic {
<1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,
1,0,0,0,-1>
//#include "trizyk4_pov1.pp"
scale <2,2,2>
rotate <0, 15, 0>
translate <2.8, 0, 0.8>
}
cylinder { <0,0,-3>,<0,0,3>, 1
//#include "trizyk4_pov2.pp"
//scale <2,2,2>
rotate <0, 15, 0>
translate <2.8, 1.1, 0.8>
}
pigment{color Green}
pigment {
wood
turbulence 0.04
colour_map {
[0.0 0.4 color red 0.8 green 0.4 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.4 0.5 color red 0.1 green 0.3 blue 0.1
color red 0.1 green 0.3 blue 0.2]
[0.5 0.8 color red 0.1 green 0.3 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.8 1.0 color red 0.8 green 0.4 blue 0.1
color red 0.8 green 0.4 blue 0.2]
}
scale <0.2, 0.2, 1>
rotate <45, 0, 5>
translate <2, 2, -4>
}
finish {
// make it look wood-like
ambient 0.15
diffuse 0.6
// make it a little bit shiny
specular 0.3 roughness 0.01
phong 0.3 phong_size 60
}
}
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