istest.pov revision 751dcb1b918100f543921b9d0ad25e67fad157aa
/*#########################################################################
##
## File: itest.pov
##
## Authors:
## Bob Jamison
##
## Copyright (C) 2004-2007 The Inkscape Organization
##
## Released under GNU GPL, read the file 'COPYING' for more information
##
###########################################################################
##
## Notes:
##
## 070312: Tested on PovRay 3.7.0 beta
##
###########################################################################
##
## This simple file is provided to demonstrate POV output from Inkscape.
## PovRay output is intended for people who have had moderate experience
## with authoring POV files. This is NOT for beginners.
##
## To use:
## 1) Install PovRay, version 3.5 or above, and put the povray executable
## in your PATH. PovRay is found at http://www.povray.org . For
## PovRay-specific questions, please look there. They are the experts.
##
## 2) Copy this file to a working area.
##
## 3) Make or load a document in Inkscape with some shapes in it.
##
## 4) Save as a .pov file using the SaveAs dialog. For this example, save
## it in the same directory as this file, with the name 'isshapes.pov'
##
## 5) Execute povray with this file. An example command would be:
##
## povray +X +V +A +W320 +H320 +Iistest.pov +FN
##
## 6) Adjust the values to suit your needs and desires. Have fun.
##
##
## Remember that this is not the intended use of Inkscape's POVRay
## output, but is merely a demo. The main purpose of POVRay output
## is to supply curves and other data to your own POVRay projects.
##
#########################################################################*/
/*#########################################################################
# Some standard PovRay scene additives
#########################################################################*/
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "skies.inc"
/*#########################################################################
# Note the Z-order differentation of the prisms in the object is
# normally just sufficient to display all of the objects, and
# avoid 'black spots' where surfaces are coincident. This can
# be adjusted by changing the value below.
#########################################################################*/
/*
#declare AllShapes_Z_Increment = 0.008;
*/
/*#########################################################################
# Note that the finish of the "all shapes" object exported
# at the end of the shapes file can be modified, by defining
# if before the #include. Uncomment the following declaration
# to adjust it. Have fun.
#########################################################################*/
/*
#declare AllShapes_Finish = finish {
phong 0.7
reflection 0.5
specular 0.8
}
*/
/*#########################################################################
# Our Inkscape-exported shapes file
#########################################################################*/
#include "isshapes.pov"
/*#########################################################################
# Move the camera back in the -Z direction, about 1.5 times the width
# or height of the image. This will provide about a 60-degree view.
# 'AllShapes' is an item in isshapes.pov, and refers to the union of
# all of the shapes exported.
#########################################################################*/
camera {
location <0, 0, -(AllShapes_WIDTH * 1.5)>
look_at <0, 0, 0>
right x*image_width/image_height
}
/*#########################################################################
# Put one or two lights in front of the objects, and at an angle to
# the viewer.
#########################################################################*/
light_source { <-200, 1, -8000> color White}
light_source { < 200, 100, -600> color White}
/*#########################################################################
# Make a pretty background, for contrast
#########################################################################*/
sky_sphere {
pigment {
gradient y
color_map {
[ 0.5 color CornflowerBlue ]
[ 1.0 color MidnightBlue ]
}
scale 1000
translate -1
}
}
/*#########################################################################
# Now let us use our shapes. We can include them individually, or include
# them as a group. Notice that we have two AllShapes. One plain, and
# an AllShapesZ. The 'Z' version is different in that the shapes are
# shifted slightly higher in their order of creation, so that coincident
# shapes can be discerned.
#########################################################################*/
object {
/*
//## Individually
union{
object { droplet01 }
object { droplet02 }
object { droplet03 }
object { mountainDroplet }
}
*/
//## As a group
object { AllShapes_Z }
translate<-AllShapes_CENTER_X, 0, -AllShapes_CENTER_Y>
scale < 1, 60, 1>
rotate <-90, 0, 0> //x first
rotate < 0, 0, 0> //z second
rotate < 20, 0, 0> //whatever else
rotate < 0, -27, 0> //whatever else
}//object
/*#########################################################################
# End of File
#########################################################################*/