// Persistence Of Vision raytracer version 3.5 sample file. // Illustrates how area light size affects soft shadows // // -w320 -h240 // -w800 -h600 +a0.3 // Left shadow - area_light <4,0,0>, <0,0,4>, 17, 17 (renders fastest) // Middle shadow - area_light <8,0,0>, <0,0,8>, 17, 17 // Right shadow - area_light <16,0,0>, <0,0,16>, 17, 17 (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 SphereTexture = texture { pigment { Red } finish { Shiny } } sphere { <-SpacingX, 0, 0>, Radius texture { SphereTexture } } light_source { <0, LightY, LightZ> color White area_light <4, 0, 0>, <0, 4, 0>, 17, 17 adaptive 0 jitter spotlight point_at <-SpacingX, 0, 0> tightness 0 radius SRadius falloff SFalloff } sphere { <0, 0, 0>, Radius texture { SphereTexture } } light_source { <0, LightY, LightZ> color White area_light <8, 0, 0>, <0, 8, 0>, 17, 17 adaptive 0 jitter spotlight point_at <0, 0, 0> tightness 0 radius SRadius falloff SFalloff } sphere { <+SpacingX, 0, 0>, Radius texture { SphereTexture } } light_source { <0, LightY, LightZ> color White area_light <16, 0, 0>, <0, 16, 0>, 17, 17 adaptive 0 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> }