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

Example Graphics

(low quality jpg-image only)
glsbng

Example file (glsbng.pov):

// Persistence Of Vision raytracer version 3.5 sample file.
// GlassBoing animation by Joel NewKirk

#include "glass.inc"
#include "colors.inc"
global_settings { assumed_gamma 2.2 }

#declare xfactor = clock*4;
#declare spherey = 5+abs(50*sin((clock)*2*pi));
#switch (xfactor)
#range(0,1) // x value cycles from 0 to 1
#debug "Range A"
#declare spherex = 50*xfactor;
#break
#range(1,3) // x value cycles from 1 to -1
#debug "Range B"
#declare spherex = 50*(2-xfactor);
#break
#range(3,4) // x value cycles from -1 back to 0
#debug "Range C"
#declare spherex = -50*(4-xfactor);
#break
#end

camera {
location <0, 10.5,-100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
look_at <0, 11, 0>
}

light_source {<30, 120, 0> colour White
fade_distance 90
fade_power 1
}

sky_sphere {
pigment {
gradient y
color_map {
[0.0 Gray50 ]
[1.0 Gray15 ]
}
}
}

#declare Brick =
texture {
pigment { brick Gray80, rgb<0.65, 0.3, 0.25> brick_size <3,1,2> mortar 0.15 }
normal { brick -10 brick_size <3,1,2> mortar 0.175 ramp_wave}
finish {
ambient 0.0
diffuse 0.8
}
scale 6
}

plane { x,-60 texture { Brick rotate y*90 }} // left wall
plane { x, 60 hollow on texture { Brick rotate y* 90}} // right wall
plane { z, 40 hollow on texture { Brick }} // back wall
plane { y, 0 texture { Brick } translate -y*5 } // floor

sphere { , 10
texture {
pigment { White filter 0.95}
finish { F_Glass3 }
}
interior{I_Glass
caustics 1
// fade_distance 30
// fade_power 1
}

}

© Copyright PD Dr. S. Immel