// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "metals.inc" // Metal Textures camera { location <0.0 , 2.0 ,-5.0> look_at <0.0 , 1.0 , 0.0> } // Create an infinite sphere around scene and allow any texture on it sky_sphere { pigment { Bright_Blue_Sky scale .5 //gradient y //color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] } } } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color // nLightsWide mLightsHigh area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light translate <40, 80, -40> // position of light } // create a sphere shape sphere { <0, 1, 0> // center of sphere 1 // radius of sphere texture { T_Chrome_5E } // end texture } // end sphere // Capped Cylinder, closed [or open ended] // cylinder { , , RADIUS [open] } // END1 = coord of one end of cylinder // END2 = coord of other end // RADIUS = size of cylinder // open = if present, cylinder is hollow, else capped cylinder { <1.5, 0, 0> <1.5, 2.3, 0> 0.5 open texture { Ruby_Glass } } // clipped conical shape // cone { , RADIUS1, , RADIUS2 [open] } // Where and are vectors defining the x,y,z // coordinates of the center of each end of the cone // and RADIUS1 and RADIUS2 are float values for the radii // of those ends. open, if present, cone is hollow, else capped cone { <-1.7, 0, 0>, 1.0 <-1.7, 2.3, 0>, 0.0 // open texture { Lightening1 } } //floor plane { <0, 1, 0>, 0 pigment { checker color Blue color White } // end pigment } // end plane