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Gems.pov
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//================================================================================
// POV-Ray spectral rendering example
//
// demonstrates the use of spectral_minerals.inc and gemcut*.inc
//
// command line (image dimension, OpenEXR)
// +w880 +h550 +FE
//
// command line (AA if no focal blur is used):
// +A0.05 +AM2 +R4
//
// spectral calculation command line:
// +KI1 +KF36 +KFI38 +KFF73
//
//
// - Gems (gemcut21039.inc) by Richard B. Conley
// - Ive, September 2012
//
//================================================================================
#version 3.7;
//================================================================================
// control center
//================================================================================
#declare MaxTrace = 60;
#declare Radio = 1;
#declare Photons = 10000000;
#declare Sunlight = 0;
#declare SkyEmission = 5;
#declare RoomDesign = 1;
#declare Cam_Pos = < 51, 85.0, 165>;
#declare Cam_Look = < 50, 80.5, 175>;
#declare Cam_Angle = 30;
//================================================================================
#include "spectral.inc"
#include "world.inc"
//================================================================================
// sky, room ...
//================================================================================
object { Sky }
object { Room }
object { Table
scale <0.6, 1, 0.6>
rotate y*25
translate <60,0,175>
}
//================================================================================
// objects in scene
//================================================================================
#declare Lamp = union {
light_source {0, SpectralEmission(E_Blackbody(5500)) * 60
fade_power 2
fade_distance 5
#if (AreaLight)
area_light z*5, y*5, 9,9 adaptive 1 circular orient
#end
photons {reflection on refraction on }
}
sphere { 0, 5
pigment { SpectralEmission(E_Blackbody(5500)) }
finish {emission 3 ambient 0 diffuse 0}
no_shadow
no_radiosity
}
translate <50, 130, 220>
}
object {Lamp}
// gem cut by Richard B. Conley
#include "gemcut21039.inc"
// feel free to experiment with variations of the crown/pavilion
// angles depending on the used minerals (i.e. the different IOR's)
#declare CrownAngle = 30;
#declare PavilionAngle = 42;
#declare Sapphire = object {
Gem (CrownAngle, PavilionAngle)
translate -y*Y10
rotate -x*(90-PavilionAngle)
M_Sapphire (0.6)
photons {target refraction on reflection on}
}
#declare CrownAngle = 33;
#declare PavilionAngle = 44;
#declare Emerald = object {
Gem (CrownAngle, PavilionAngle)
translate -y*Y10
rotate -x*(90-PavilionAngle)
M_Emerald (0.45)
photons {target refraction on reflection on}
}
#declare CrownAngle = 29;
#declare PavilionAngle = 42;
#declare Ruby = object {
Gem (CrownAngle, PavilionAngle)
translate -y*Y10
rotate -x*(90-PavilionAngle)
M_Ruby (0.5)
photons {target refraction on reflection on}
}
union {
object { Sapphire rotate y*60 translate <-1.4, 0.0001, 0.4> }
object { Emerald rotate y*0 translate <-0.0, 0.0001, 0.0> }
object { Ruby rotate -y*60 translate < 1.4, 0.0001, 0.4> }
rotate -y*0
translate <50, 80, 175>
}
//================================================================================