// Persistence Of Vision raytracer version 3.5 sample file. // // -w320 -h240 // -w800 -h600 +a0.3 global_settings { assumed_gamma 2.2 max_trace_level 5 } #include "colors.inc" #include "textures.inc" #include "stones.inc" #declare PREC = 10; camera { location <4.0, 3.0, -1.0> up y right x * 1.33 direction z look_at <0,0,0> } background { rgb 0.5 } light_source { <4.3, 4.5, -3.0> rgb <0.7, 0.75, 0.7> } light_source { <-3.3, 5.5, -1.0> rgb <0.4, 0.45, 0.3> } julia_fractal { <0.2, 0.1, 0.59, -0.2> max_iteration 7 precision PREC sqr hypercomplex texture { pigment { rgb <0.8, 0.65, 0.85> } finish { phong 0.7 phong_size 100 } } scale 0.5 rotate <-23, 213, -153> translate <1, 0.5, 1> } julia_fractal { <0.02, -0.02, 0.8, 0> max_iteration 10 precision PREC sqr quaternion interior {ior 1.5} texture { pigment { rgbf <0.8, 0.3, 0.2, 0.9> } finish { phong 0.3 phong_size 200 reflection 0.4 } } rotate <40, -30, 120> translate <0, 1.12, 0> scale 0.5 translate <-1, 0.5, 1> } julia_fractal { <0.33, 0.54, 0.52, 0.32> max_iteration 7 precision PREC cube quaternion interior {ior 1.2} texture { pigment { rgbf <0.8, 0.3, 0.2, 0.9> } finish { phong 0.3 phong_size 200 reflection 0.4 } } scale 0.5 rotate <-80, 30, -120> translate <1, 0.5, -1> } intersection { julia_fractal { <-0.54, 0.57, 0.0, -0.37> max_iteration 8 precision PREC cube texture { pigment { rgb <0.5, 0.3, 0.5> } scale 0.7 finish { reflection 0.4 } } } box { <-3, -3, -3>, <3, 3, 0.2> texture { T_Stone11 } } rotate <0, 30, 110> scale 0.5 translate <-1, 0.5, -1> } plane { y, -0.5 texture { // T_Stone13 pigment { White } finish { diffuse 0.5 ambient 0.2 } scale 0.5 } }