a little tidy

This commit is contained in:
2016-03-11 19:46:23 -06:00
parent 9cd48b5919
commit ecf9bd5141
32 changed files with 133 additions and 134 deletions

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#version 3.7;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
background {rgb <1,0.9,0.9>}
camera {right 1.78*x location <1.6,5,-6> look_at <1.5,0,1.5> angle 40}
light_source {<500,500,-500> rgb 1 }
#declare B11=<0,0,3>; #declare B12=<1,0,3>; //
#declare B13=<2,0,3>; #declare B14=<3,0,3>; // row 1
#declare B21=<0,0,2>; #declare B22=<1,0,2>; //
#declare B23=<2,0,2>; #declare B24=<3,0,2>; // row 2
#declare B31=<0,0,1>; #declare B32=<1,0,1>; //
#declare B33=<2,0,1>; #declare B34=<3,0,1>; // row 3
#declare B41=<0,0,0>; #declare B42=<1,0,0>; //
#declare B43=<2,0,0>; #declare B44=<3,0,0>; // row 4
bicubic_patch {
type 1 flatness 0.001
u_steps 4 v_steps 4
uv_vectors
<0,0> <1,0> <1,1> <0,1>
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
uv_mapping
texture {
pigment {
checker
color rgbf <1,1,1,0.5>
color rgbf <0,0,1,0.7>
scale 1/3
}
finish {phong 0.6 phong_size 20}
}
no_shadow
}
#declare Points=array[16]{
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
}
#declare I=0;
#while (I<16)
sphere {
Points[I],0.1
no_shadow
pigment{
#if (I=0|I=3|I=12|I=15)
color rgb <1,0,0>
#else
color rgb <0,1,1>
#end
}
}
#declare I=I+1;
#end

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#version 3.7;
#include "colors.inc"
global_settings {
assumed_gamma 1.8
}
camera {
right x*1280/720
location <-25, -75.1, -60>
look_at 0.1
angle 30
}
background { color rgb <.46, .09, .06> }
light_source { <300, 300, -1000> White }
#declare half_torus = difference {
torus {
4,1
sturm
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
}
#declare chain_segment = cylinder { <0,4,0>, <0,-4,0>, 1 }
#declare flip_it = x*180;
#declare torus_trans = 8;
#declare link_trans = torus_trans*2-2*y;
#declare chain_texture = texture {
pigment { color rgb <.49, .56, .59> }
finish {
ambient .1
diffuse .4
reflection .35
specular 1
metallic
}
}
#declare chain_link = union {
object { half_torus translate y*torus_trans/2 }
object { half_torus rotate flip_it translate -y*torus_trans/2 }
object { chain_segment translate x*torus_trans/2 }
object { chain_segment translate -x*torus_trans/2 }
translate y*60
}
#declare chain = union { // needs loop with random range
object { chain_link } // 0
object { chain_link translate -y*link_trans rotate y*78 } // 90
object { chain_link translate -y*link_trans*2 rotate y*8 } // 0
object { chain_link translate -y*link_trans*3 rotate y*112 } // 90
object { chain_link translate -y*link_trans*4 rotate y*-10 } // 0
object { chain_link translate -y*link_trans*5 rotate y*90 } // 90
object { chain_link translate -y*link_trans*6 rotate y*18 } // 0
object { chain_link translate -y*link_trans*7 rotate y*72 } // 90
texture { chain_texture }
}
//======= RENDER
object { chain scale .45 }
object { chain scale .45 translate < 10, -10, -20 > rotate y*20 }
object { chain scale .45 translate < 10, 30, 20 > rotate y*30 }

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#version 3.7;
#include "colors.inc"
global_settings {
assumed_gamma 1.8
}
camera {
right x*1280/720
location <0, 1, -10>
look_at 0
angle 36
}
light_source { <500, 500, -1000> White }
plane { y, -1.5
pigment { checker Green White }
}
#declare lens_hole = difference {
intersection {
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
rotate 90*y
}
cylinder { <0, 0, -1> <0, 0, 1>, .35
}
}
#declare thing = merge {
object { lens_hole translate <-.65, .65, 0> }
object { lens_hole translate <.65, .65, 0> }
object { lens_hole translate <-.65, -.65, 0> }
object { lens_hole translate <.65, -.65, 0> }
pigment { Red filter .4 }
}
#declare abox = difference {
box { -1, 1 pigment { Red } }
cylinder { -1.001*z, 1.001*z, 0.5 pigment { Green } }
}
intersection {
object { thing }
object { abox }
translate <0 ,.25, 0>
}

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// Just following along the tutorial (mostly)
#include "colors.inc"
#include "stones.inc"
global_settings {
assumed_gamma 1.8
}
background { rgb < 0.5, 0.5, 0.5 > }
camera {
right 1.78*x
location <0, 2, -4>
look_at <0, 1, 2>
}
light_source { <2, 4, -3> color White }
sphere {
<0, 1, 2>, 2
texture {
pigment { color rgb < 0.16, 0.79, 0.04 > }
}
}
// box {
// <-1, 0, -1>, // Near lower left corner
// < 1, 0.5, 3> // Far upper right corner
// texture {
// T_Stone25 // Pre-defined from stones.inc
// scale 2 // Scale by the same amount in all
// // directions
// }
// rotate y*20 // Equivalent to "rotate <0,20,0>"
// }
// cone {
// <0, 1, 0>, 0.03 // Center and radius of one end
// <1, 2, 3>, 1.0 // Center and radius of other end
// texture { T_Stone25 scale 1 }
// }
// cylinder {
// <0, 1, 0>, // Center of one end
// <1, 2, 3>, // Center of other end
// 0.5 // Radius
// open // Remove end caps
// texture { T_Stone25 scale 1 }
// }
plane { y, -1
pigment {
checker color rgb < .13, .16, .13 > , color rgb < .42, .42, .42 >
}
}

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// This work is licensed under the Creative Commons Attribution 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/
// or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View,
// California, 94041, USA.
// Persistence Of Vision raytracer version 3.5 sample file.
//
// -w320 -h240
// -w800 -h600 +a0.3
// Sample quartic file
// by Alexander Enzmann
#version 3.7;
global_settings {
assumed_gamma 1.8
}
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
// a cubic shape, like a cube with smoothed edges in appearance
quartic {
< 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 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, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0, -1000.0 >
rotate <20.0, 40.0, 30.0>
texture {
pigment { color rgb<1,0.65,0.0> }
finish {
phong 1.0
phong_size 50
// ambient 0.2
// diffuse 0.8
}
}
scale 1.25
rotate -45*x
translate <0,0,20>
}
// Put down checkered floor
plane {
y, -20.0
texture {
pigment {
checker colour NavyBlue colour MidnightBlue
scale 20.0
}
finish {
ambient 0.8
diffuse 0.2
}
}
}
camera {
angle 65
location <0.0, 2.0, -5.0>
right x*image_width/image_height
look_at <0.0, 1.5, 0.0>
}
light_source { <50, 100, 0> colour White }
light_source { <-200, 30, -300> colour White }
background { color rgb<1,1,1>*0.03 }

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#version 3.7;
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
global_settings {
assumed_gamma 2.2
}
camera {
right 1.78*x
location <0.0, 0.2, -10.0>
look_at <0.0, 1.0, 0.0>
// focal_point <-6, 1, 30> // blue cylinder in focus
focal_point < 0, 1, 0> // green box in focus
// focal_point < 1, 1, -6> // pink sphere in focus
// aperture 0.4 // a nice compromise
// aperture 0.05 // almost everything is in focus
aperture 1.5 // much blurring
// blur_samples 4 // fewer samples, faster to render
blur_samples 20 // more samples, higher quality image
}
sphere {
<1, 0, -6>, 0.5
finish {
ambient 0.1
diffuse 0.6
}
pigment { NeonPink }
}
box {
<-1, -1, -1>, < 1, 1, 1>
rotate <0, -20, 0>
finish {
ambient 0.1
diffuse 0.6
}
pigment { Green }
}
cylinder {
<-6, 6, 30>, <-6, -1, 30>, 3
finish {
ambient 0.1
diffuse 0.6
}
pigment {NeonBlue}
}
plane {
y, -1.0
pigment {
checker color Gray65 color Gray30
}
}
light_source { <5, 30, -30> color White }
light_source { <-5, 30, -30> color White }

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#version 3.7;
#include "colors.inc"
global_settings {
assumed_gamma 2.2
}
camera {
right 1.78*x
angle 10
location <1, 3, -50>
look_at <0, 2.2, 0>
}
background{White}
light_source {
<20, 20, -20> color White
}
lathe {
linear_spline
6,
<0,0>, <1,1>, <3,2>, <2,3>, <2,4>, <0,4>
pigment { Blue }
finish {
ambient .3
phong .75
}
}

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#version 3.7;
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.8
// ambient_light White
}
camera {
// right x*1280/720
right 1.78*x
location <-4, 3, -12>
look_at 0
angle 48
}
#declare spots = union {
light_source { <0, 10, -3>
color White
spotlight
radius 15
falloff 18
tightness 10
point_at 0
}
light_source { <10, 10, -1>
color Red
spotlight
radius 12
falloff 14
tightness 10
point_at <2, 0, 0>
}
light_source { <-12, 10, -1>
color Blue
spotlight
radius 12
falloff 14
tightness 10
point_at <-2, 0, 0>
}
}
#declare spot_area = union {
light_source { <2, 10, -3>
color White
spotlight
radius 15
falloff 18
tightness 10
area_light <1, 0, 0>, <0, 0, 1>, 2, 2
adaptive 1
jitter
point_at 0
}
light_source { <10,10,-1>
color Red
spotlight
radius 12
falloff 14
tightness 10
area_light <1,0,0>, <0,0,1>, 2,2
adaptive 1
jitter
point_at <2,0,0>
}
light_source { <-12,10,-1>
color Blue
spotlight
radius 12
falloff 14
tightness 10
area_light <1,0,0>, <0,0,1>, 2,2
adaptive 1
jitter
point_at <-2,0,0>
}
}
// spots
// spot_area
#declare light_bulb = union {
merge {
sphere { <0,0,0>,1 }
cylinder {
<0,0,1>, <0,0,0>, 1
scale <0.35, 0.35, 1.0>
translate 0.5*z
}
texture {
pigment {color rgb <1, 1, 1>}
finish {ambient .8 diffuse .6}
}
}
cylinder {
<0,0,1>, <0,0,0>, 1
scale <0.4, 0.4, 0.5>
texture { Brass_Texture }
translate 1.5*z
}
rotate -90*x
scale .5
}
light_source { <0, 2.2, 0>
color White
area_light <1, 0, 0>, <0, 1, 0>, 2, 2
adaptive 1
jitter
looks_like { light_bulb }
}
light_source { <0, 20, 0>
color Gray75
fade_distance 10
fade_power 2
shadowless
}
////////////////
// objects
plane {
y, -1
texture {
pigment {
checker
color rgb<0.5, 0, 0>
color rgb<0, 0.5, 0.5>
}
finish {
diffuse 0.4
ambient 0.2
phong 1
phong_size 100
reflection 0.25
}
}
}
torus {
1.5, 0.5
texture { Brown_Agate }
rotate <90, 160, 0>
translate <-1, 1, 3>
}
box {
<-1, -1, -1>, <1, 1, 1>
texture { DMFLightOak }
translate <2, 0, 2.3>
}
cone {
<0,1,0>, 0, <0,0,0>, 1
texture { PinkAlabaster }
scale <1, 3, 1>
translate <-2, -1, -1>
}
sphere {
<0,0,0>,1
texture { Sapphire_Agate }
translate <1.5, 0, -2>
}

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#version 3.7;
#include "colors.inc"
global_settings {
assumed_gamma 1.8
}
camera {
right x*1280/720
location <0, 0, -15>
look_at 0
angle 0
}
background { color Gray30 }
light_source { <300, 300, -1000> White }
// #declare crosshair = merge {
// }
// object { crosshair }
#declare half_tor = difference {
torus {
4, 1
rotate x*-90
translate < 4, 0, 0 >
}
box { <-10, -10, -2>, <10, 0, 2> }
pigment { Green }
}
#declare tor_trans = 8; // twice the major radius
#declare flip_it = 180*x;
#declare noodle = union {
object { half_tor }
object { half_tor
rotate flip_it
translate x*tor_trans
}
}
object {
noodle
scale .6
}

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#version 3.7;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
background{White}
camera {
right 1.78*x
angle 20
location <2, 10, -80>
look_at <0, 1, 0>
}
light_source { <20, 20, -20> color White }
// prism {
// linear_sweep
// linear_spline
// 0, // sweep the following shape from here ...
// 1, // ... up through here
// 7, // the number of points making up the shape ...
// <3,5>, <-3,5>, <-5,0>, <-3,-5>, <3, -5>, <5,0>, <3,5>
// pigment { Green }
// }
// prism {
// cubic_spline
// 0, // sweep the following shape from here ...
// 1, // ... up through here
// 6, // the number of points making up the shape ...
// < 3, -5>, // point#1 (control point... not on curve)
// < 3, 5>, // point#2 ... THIS POINT ...
// <-5, 0>, // point#3
// < 3, -5>, // point#4
// < 3, 5>, // point#5 ... MUST MATCH THIS POINT
// <-5, 0> // point#6 (control point... not on curve)
// pigment { Green }
// }
// prism {
// linear_sweep
// cubic_spline
// 0, // sweep the following shape from here ...
// 1, // ... up through here
// 18, // the number of points making up the shape ...
// <3,-5>, <3,5>, <-5,0>, <3, -5>, <3,5>, <-5,0>,//sub-shape #1
// <2,-4>, <2,4>, <-4,0>, <2,-4>, <2,4>, <-4,0>, //sub-shape #2
// <1,-3>, <1,3>, <-3,0>, <1, -3>, <1,3>, <-3,0> //sub-shape #3
// pigment { Green }
// }
// prism {
// conic_sweep
// linear_spline
// 0, // height 1
// 1, // height 2
// 5, // the number of points making up the shape...
// <4,4>,<-4,4>,<-4,-4>,<4,-4>,<4,4>
// rotate <180, 0, 0>
// translate <0, 1, 0>
// scale <1, 4, 1>
// pigment { gradient y scale .2 }
// }
sphere_sweep {
cubic_spline
6,
<-4, -5, 0>, 1
<-5, -5, 0>, 1
<-5, 5, 0>, 0.5
< 5, -5, 0>, 0.5
< 5, 5, 0>, 1
< 4, 5, 0>, 1
tolerance 0.1
pigment { Green }
}

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#version 3.7;
#include "colors.inc"
#include "golds.inc"
global_settings { assumed_gamma 2.2 }
camera {
right 1.78*x
location <10, 15, -20>
look_at <0, 5, 0>
angle 45
}
background { color rgb<0.2, 0.4, 0.8> }
light_source { <100, 100, -100> color rgb 1 }
plane {
y, 0
pigment { checker color Red, color Green scale 10 }
}
sor {
8,
<0.0, -0.5>,
<3.0, 0.0>,
<1.0, 0.2>,
<0.5, 0.4>,
<0.5, 4.0>,
<1.0, 5.0>,
<3.0, 10.0>,
<4.0, 11.0>
open
texture { T_Gold_1B }
}

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#version 3.7;
#include "colors.inc"
global_settings { assumed_gamma 2.2 }
camera {
orthographic
right 1.78*x
up <0, 7, 0>
right <7, 0, 0>
location <3.5, 4, -100>
look_at <3.5, 4, 0>
}
/* set the control points to be used */
#declare Red_Point = <2.00, 1.00>;
#declare Orange_Point = <1.00, 1.50>;
#declare Green_Point = <3.00, 3.50>;
#declare Blue_Point = <2.00, 4.00>;
#declare Green_Point2 = <1.00, 4.50>;
#declare Orange_Point2= <1.00, 6.50>;
#declare Red_Point2 = <2.00, 7.00>;
/* make the control points visible */
cylinder { Red_Point, Red_Point - <0,0,20>, .1
pigment { Red } finish { ambient 1 }
}
cylinder { Orange_Point, Orange_Point - <0,0,20>, .1
pigment { Orange } finish { ambient 1 }
}
cylinder { Green_Point, Green_Point - <0,0,20>, .1
pigment { Green } finish { ambient 1 }
}
cylinder { Blue_Point, Blue_Point- <0,0,20>, .1
pigment { Blue } finish { ambient 1 }
}
cylinder { Green_Point2, Green_Point2 - <0,0,20>, .1
pigment { Green } finish { ambient 1 }
}
cylinder { Orange_Point2, Orange_Point2 - <0,0,20>, .1
pigment { Orange } finish { ambient 1 }
}
cylinder { Red_Point2, Red_Point2 - <0,0,20>, .1
pigment { Red } finish { ambient 1 }
}
/* something to make the curve show up */
lathe {
bezier_spline
8,
Red_Point, Orange_Point, Green_Point, Blue_Point
Blue_Point, Green_Point2, Orange_Point2, Red_Point2
pigment { White }
finish { ambient 1 }
}

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#version 3.7;
#include "colors.inc"
global_settings {
assumed_gamma 1.8
}
camera {
right 1.78*x
location <0, 0, -6>
look_at <0, 1, 0>
angle 0
}
#declare area_lamp = light_source { <0, 15, 0>
color White
area_light <6,0,0>, <0,0,6>, 3, 3
adaptive 1
jitter
}
area_lamp
// sphere {
// <-3, 1, 2>, 2
// texture {
// pigment {
// wood
// color_map {
// [0.1 color DarkTan]
// [0.9 color DarkBrown]
// [1.0 color VeryDarkBrown]
// }
// turbulence 0.05
// scale <0.2, 0.3, 1>
// }
// normal { bumps 0.1 scale 0.2 }
// finish { phong 0.65 }
// }
// }
sphere {
<0, 1, 2>, 2
texture {
pigment {
wood
color_map {
[0.0 color Red]
[0.5 color Green]
[1.0 color Blue]
}
turbulence 0.08
scale 3
}
finish { phong 1 }
}
}

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#include "colors.inc"
global_settings {
assumed_gamma 1.8
}
camera {
location <0, .1, -75>
look_at 0.1
angle 30
}
background { color Gray50 } // to make the torus easy to see
light_source { <300, 300, -1000> White }
#declare full_tor = torus {
4, 1 // major and minor radius
rotate -90*x // so we can see it from the top
pigment { Green }
}
#declare half_tor = difference {
torus {
4, 1
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
pigment { Green }
}
#declare tor_trans = 8; // twice the major radius
#declare flip_it = 180*x;
#declare snake = union {
object { half_tor }
object { half_tor
rotate flip_it
translate x*tor_trans
}
object { half_tor
translate x*tor_trans*2
}
object { half_tor
rotate flip_it
translate x*tor_trans*3
}
object { half_tor
rotate flip_it
translate -x*tor_trans
}
object { half_tor
translate -x*tor_trans*2
}
object { half_tor
rotate flip_it
translate -x*tor_trans*3
}
object { half_tor
translate -x*tor_trans*4
}
rotate y*45
translate z*20
}
object { snake }