TUD Organische ChemieImmelGraphicsPovray 3.5arealit3View or Print this frame onlyView or Print (this frame only)

Example Graphics

(low quality jpg-image only)
arealit3

Example file (arealit3.pov):

// Persistence Of Vision raytracer version 3.5 sample file.
// Illustrates how adaptive level can affect soft shadows

// The shadow on the left uses "adaptive 0" and shows some major shadow
// artifacts causes by undersampling. As the adaptive level increases
// the shadow become much more accurate. Note: This is a worst-case
// example.

// Left shadow - adaptive 0 (renders fastest)
// Middle shadow - adaptive 1
// Right shadow - adaptive 2 (renders slowest)

#version 3.1;
global_settings { assumed_gamma 2.2 }

#include "colors.inc"
#include "textures.inc"

// A back wall to cast shadows onto
plane { -z, -20
pigment { Gray70 }
finish { Dull }
}

#declare SpacingX = 20;
#declare Radius = 5;
#declare LightX = 15;
#declare LightY = 40;
#declare LightZ = -40;
#declare SRadius = 0;
#declare SFalloff = 11;

#declare Object = difference {
box { <-6, -6, 0>, <6, 6, 0.5> rotate 45*z }
box { <-2.5, -2.5, -1>, <2.5, 2.5, 1> rotate 45*z }
pigment { Red }
finish { Shiny }
}

object { Object translate -SpacingX*x }

light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 0
jitter

spotlight
point_at <-SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}

object { Object translate 0*x }

light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 1
jitter

spotlight
point_at <0, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}

object { Object translate SpacingX*x }

light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 2
jitter

spotlight
point_at <+SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}

light_source { <0, -15, -120> color Gray10 }

camera {
location <0, -15, -120>
direction 2*z
look_at <0, -15, 0>
}

© Copyright PD Dr. S. Immel