// Persistence Of Vision raytracer version 3.0 tutorial file. // File by Simon Smith // Technical bits start here #version 3.0 global_settings { assumed_gamma 2.2 } #include "colors.inc" // The next seven lines define the viewpoint camera { location <11, 15, -3> direction <0.0, 0.0, 0.5> up <0.0, 1.0, 0.0> right <7/5, 0.0, 0.0> look_at <12, 7, 10> } // If we didn't have a light source, the whole scene would be completely black light_source { <30, 40, 5> color White } // The next seven lines define the sheet of white paper box { <0, 0, 0>, <30, 0.1, 20> texture { pigment { White } normal { bumps 0.1 scale 0.1 } finish { ambient 0.2 diffuse 0.7 } } } // The next six lines are the information for the red sphere sphere { <15, 10, 10>, 5 texture { pigment { Red } finish { phong 1.0 reflection 0.3 ambient 0.2 diffuse 0.7 } } } // The next six lines are the information for the blue box box { <12, 0, 5>, <12.5, 20, 5.5> texture { pigment { Blue } finish { phong 1.0 reflection 0.3 ambient 0.2 diffuse 0.7 } } } // The next 21 lines are the information for the green prism #declare corner_p=<10,5,2> #declare corner_q=<2,5,4> #declare corner_r=<22,12,5> #declare corner_s=<10,5,3> #declare corner_t=<2,5,5> #declare corner_u=<22,12,6> mesh { triangle { corner_p, corner_q, corner_r } triangle { corner_p, corner_q, corner_s } triangle { corner_p, corner_s, corner_r } triangle { corner_s, corner_u, corner_r } triangle { corner_s, corner_t, corner_q } triangle { corner_s, corner_t, corner_u } triangle { corner_q, corner_t, corner_r } triangle { corner_u, corner_t, corner_r } texture { pigment { Green } finish { phong 1.0 reflection 0.3 ambient 0.2 diffuse 0.7 } } } // End of file