// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #used to demonstrate pov-ray #Andy Harris camera { location <0.0 , 1.0 ,-7.0> look_at <0.0 , 0.0 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-20, 40, -20> } // create a sphere shape sphere { <0, 1, 0> // center of sphere 1.5 // radius of sphere // scale <1,2,1> // <= Note: Spheres can become ellipses by uneven scaling //pigment {color Red} texture {Aluminum} } // An infinite planar surface // plane {, D } where: A*x + B*y + C*z = D plane { y, // unit surface normal, vector points "away from surface" -1.0 // distance from the origin in the direction of the surface normal hollow on // has an inside pigment? pigment { // texture pigment/normal pattern // cube checker pattern, alternates color1 and color2 checker color red 1 green 1 blue 1 color red 0 green 1 blue 0 } // end pigment } // Set a color of the background (sky) background { color red 0.1 green 0.3 blue 0.8 }