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spotlight.pov
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// povray spotlight.pov +w800 +h800 +a0.1 +am2
#include "colors.inc"
#include "stones.inc"
global_settings { assumed_gamma 1.5 }
// The camera.
camera {
location <4, 6, -12>
look_at <0, 4, 0>
}
media {
//emission rgb<0,.001,0>
//absorption rgb<0,0,0.1>
scattering {
4, // Rayleigh scattering
rgb 0.03
}
}
// Center light source not interacting with the atmosphere.
//light_source { <0, 15, 0> color rgb 1
// media_interaction off
// shadowless
//}
// two Spotlights
light_source {
<-10, 15, -5>
color rgb<.5, .5, .3> * 10 spotlight
point_at <0, 2, 0>
// These control the way that light tapers off at the edges of the cone
radius 10 // default 30
falloff 15 // default 45
tightness 1 // default 0
media_attenuation on
}
light_source {
<10, 15, 5>
color rgb<0.7, .5, .5> * 10 spotlight
// color rgb<0.1, .3, .9> * 10 spotlight
point_at <0, 2, 0>
// These control the way that light tapers off at the edges of the cone
radius 5 // default 30
falloff 15 // default 45
tightness 1 // default 0
media_attenuation on
}
// Room ambient
//sphere { <-0, 0, -0>, 20
// pigment { rgb 1.5 }
// finish { ambient 0.2 diffuse 0.5 }
// hollow
//}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
1.0 // distance from the origin in the direction of the surface normal
// has an inside pigment?
pigment { rgb <0, .4, .7> }
finish { ambient 0.1 diffuse 0.5 }
hollow
}
box {
< 0, 0, 0 >, // Near lower left corner
< 6, 4, 0.3> // Far upper right corner
texture {
pigment { image_map {jpeg "spotlight-mac.jpg"}}
finish { ambient 0.9 diffuse 0.05 }
scale <6, 4, 1>
}
rotate <45,20,0>
translate <-4, 2, 0>
}