User:TdG

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INTRODUCTION

This is a haphazard collection of stuff assembled over the last 30 years and written by a large number of POV-Ray users.

I am not the original writer/owner of the following files, only the collector. For all files the usual copyright terms of POV-Ray apply:


The files are licensed under the terms of the CC-LGPL.

Use and/or modification of the scenes is free, except for commercial purposes.

Commercial distribution is not allowed without written permission from their mentioned authors.


MORAY-GENERATED FILES AND AXES ORIENTATION

Some of the scene files below were generated by Moray V3.01 For Windows (c) 1991-1998 Lutz + Kretzschmar.

The scene axes orientation of these scene files are right-handed with the z-axis pointing upwards!

If you want to use them in a POV-Ray environment you need to convert them to the standard orientation (left-handed with the y-axis pointing upwards).

You can achieve this by applying the following transformation to each of the elements/objects in the files:

transform {
  scale <1, 1, -1>
  rotate <90, 0, 0>
}

Usage example:

#include "MyIncludeFile.inc"
object {MyObject 
  texture {MyTexture}
  transform {
    scale <1, 1, -1>
    rotate <90, 0, 0>
  }
}


LIST OF TOPICS

  • cloth
  • constructions
  • glass
  • landscape
  • nature
  • plants
  • rocks
  • sky



TOPIC: SKY


topic: sky

title: Rainbow

Carlucci's Rainbow example

year: 1998

author: Angelo Carlucci

description: A rainbow as seen through a raindrop-spattered window.

link: none available

comment 1: This scene file was originally generated for POV-Ray V3.0 by Moray V3.01 For Windows (c) 1991-1998 Lutz + Kretzschmar. Created for the "IRTC".

comment 2: See above for how to handle those files.

code snippets:

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  radiosity {
    brightness       3.3
    count            100
    //distance_maximum 0.0
    error_bound      0.4
    gray_threshold   0.5
    low_error_factor 0.8
    minimum_reuse    0.015
    nearest_count    6
    recursion_limit  1
  }
}

camera {
  location  <-4.550, 6.800, 5.000>
  direction <0.0,     0.0,  1.2659>
  sky       <0.0,     0.0,  1.0>  // Use right handed-system!
  up        <0.0,     0.0,  1.0>  // Where Z is up
  right     <1.33333,  0.0,  0.0>
  look_at   <-2.250, 3.600, 6.800>
  // Focal blur settings
  focal_point  <-2.250, 3.600, 6.800> // Always Lookat
  aperture     0.3
  blur_samples 100
  confidence   0.999
  variance     0.0001
}

#declare Rainbow = 
   texture {   
      pigment {
         wood
         color_map {
            [ 0.0     rgbft <1.0, 1.0, 1.0, 0.0, 1.0> ]
            [ 0.789894  rgbft <1.0, 1.0, 1.0, 0.0, 1.0> ]
            [ 0.805851  rgbft <0.6, 0.0, 1.0, 0.0, 0.95> ]
            [ 0.819149  rgbft <0.0, 0.0, 1.0, 0.0, 0.92> ]
            [ 0.837766  rgbft <0.0, 1.0, 0.0, 0.0, 0.85> ]
            [ 0.861702  rgbft <1.0, 1.0, 0.0, 0.0, 0.85> ]
            [ 0.93883  rgbft <1.0, 0.0, 0.0, 0.0, 0.85> ]
            [ 1.0     rgbft <1.0, 1.0, 0.986667, 0.0, 1.0> ]
         }
         scale  2.0
      }   
      finish {
         ambient 0.7
         diffuse 0.0
      }
   }

disc {
  <0,0,0>, <0,0,1>, 1.0
  texture {Rainbow}
  no_shadow
  scale 50.0
  rotate <-45.0, -90.0, 0.0>
  translate  <31.1, 3.35, -10.8>
}




blah blah blah blah blah.......