How can I make 3d pictures on it and view them, because I see nothing but c++ codes like this:
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Radiosity Scene Template
// Date: mm/dd/yy
// Auth: ?
//
#version 3.6;
#declare Radiosity=on;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -%26gt; higher quality (1..1600) [35]
nearest_count 5 // higher -%26gt; higher quality (1..10) [5]
error_bound 1.8 // higher -%26gt; smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace step
gray_threshold 0.0 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
#default {
texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
}
}
// ----------------------------------------
camera {
right x*image_width/image_height
location %26lt;0,1.5,-4%26gt;
look_at %26lt;0,1,0%26gt;
}
light_source {
%26lt;500,500,-500%26gt; // light's position
color rgb %26lt;1, 1, 1%26gt; // light's color
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb %26lt;0.6,0.7,1.0%26gt;]
[0.7 rgb %26lt;0.0,0.1,0.8%26gt;]
}
}
}
// ----------------------------------------
plane {
y, 0
texture {
pigment {
checker
color rgb %26lt;1.0, 0.8, 0.6%26gt;
color rgb %26lt;1.0, 0.0, 0.0%26gt;
scale 0.5
}
}
}
sphere {
%26lt;0,1,0%26gt;, 1
}
//oooooooooooooooooooooooooooooooooooo...
// //
// Windows users: to start rendering this image, press Alt+G or the 'Run' //
// button on the toobar. //
// //
// Experienced windows users: try right-clicking on the line below ... //
// //
// +w320 +h240
// +w800 +h600 +a0.3 +am2
// //
// See the docs for full explanations of new features such as the above. //
// //
//oooooooooooooooooooooooooooooooooooo...
// Persistence Of Vision raytracer version 3.5 sample file.
// Copyright 2001 Fabien Mosen
#include "colors.inc"
#include "functions.inc"
#include "logo.inc"
global_settings {max_trace_level 5}
camera {location %26lt;20,40,28%26gt; direction 2*z look_at %26lt;0,2,0%26gt;}
light_source {%26lt;-140,200,300%26gt; rgb %26lt;1.0, 1.0, 0.95%26gt;*1.5}
light_source {%26lt;140,200,-300%26gt; rgb %26lt;0.9, 0.9, 1.00%26gt;*0.8 shadowless}
#declare r1 = seed(0);
//----------------------- THE TABLE
#declare Pig_1 =
pigment {
gradient z
color_map {
[0.00, rgb %26lt;0.01, 0.59, 0.81%26gt;]
[0.70, rgb %26lt;0.01, 0.59, 0.81%26gt;]
[0.70, rgb %26lt;0.98, 0.98, 0.87%26gt;]
[1.00, rgb %26lt;0.98, 0.98, 0.87%26gt;]
}
frequency 4
}
#declare Pig_2 =
pigment {
bozo
color_map {
[0.00, rgb %26lt;0.35, 0.58, 0.88%26gt;*1.0]
[0.25, rgb %26lt;0.35, 0.58, 0.88%26gt;*1.1]
[0.50, rgb %26lt;0.35, 0.58, 0.88%26gt;*0.9]
[0.75, rgb %26lt;0.35, 0.58, 0.88%26gt;*1.0]
[1.00, rgb %26lt;0.35, 0.58, 0.88%26gt;*0.8]
}
scale 0.1
}
#declare Nappe =
cylinder {0,y*-1,50
texture {
pigment {
gradient x
pigment_map {
[0.0, Pig_1]
[0.5, Pig_1]
[0.5, Pig_2]
[1.0, Pig_2]
}
warp {turbulence .05 octaves 2}
}
normal {quilted 0.6 scale 0.025 warp {turbulence 0.05 octaves 2}}
scale 5
translate 10
}
}
object {Nappe}
//----------------------- BISCUITS
#declare Tex_Biscuit =
texture {
pigment {color rgb %26lt;0.98, 0.83, 0.58%26gt;}
normal {dents 1.2 scale 0.01}
finish {phong 0 brilliance 0.7}
}
#declare Base_Biscuit =
union {
blob {
threshold 0.7
#declare I = 0;
#while (I %26lt; 359)
sphere {%26lt;4,0,0%26gt;, 1+rand(r1)*0.1, 1 rotate y*I}
#declare I = I+(360/28);
#end
}
cylinder {%26lt;0,0,0%26gt;, %26lt;0,0.5,0%26gt;, 4}
texture {Tex_Biscuit}
}
#declare Chocolate =
union {
difference {
cone {%26lt;0,0,0%26gt;, 4.2, %26lt;0,0.4,0%26gt;, 4}
cone {%26lt;0,0.1,0%26gt;, 3.6, %26lt;0,0.401,0%26gt;, 3.75}
}
torus {
3.55, 0.1
translate y*0.2
clipped_by {torus {3.55+0.1, 0.1 translate y*0.1}}
}
union {
#declare I = -4;
#while (I %26lt; 4)
cylinder {%26lt;-4,0.1,I%26gt;,%26lt;4,0.1,I%26gt;, 0.05}
#declare I = I+0.5;
#end
clipped_by {cone {%26lt;0,0,0%26gt;, 4.2, %26lt;0,0.4,0%26gt;, 4}}
}
torus {3.96, 0.04 translate y*0.4}
torus {3.79, 0.04 translate y*0.4}
}
#declare LogoFun =
object{Povray_Logo_Prism rotate x*90 scale 2.2 translate -0.3*z}
#declare ProjLogo =
blob {
threshold 0.6
#declare I = 0;
#while (I %26lt; 1)
#declare Pos = %26lt;-2+rand(r1)*4, 0, -2+rand(r1)*4%26gt;;
#if (inside(LogoFun,Pos))
sphere {Pos, 0.08, 1}
#end
#declare I = I+0.0002;
#end
}
#declare Black_Chocolate =
texture {
pigment {color rgb %26lt;0.24, 0.10, 0.03%26gt;}
normal {wrinkles 0.2}
finish {specular 0.3}
}
#declare Milk_Chocolate =
texture {
pigment {color rgb %26lt;0.48, 0.26, 0.13%26gt;}
normal {wrinkles 0.2}
finish {specular 0.2}
}
#declare White_Chocolate =
texture {
pigment {color rgb %26lt;0.96, 0.95, 0.75%26gt;}
normal {wrinkles 0.2}
finish {ambient 0.3 specular 0.01}
}
#declare Icing = texture {
pigment {rgbf %26lt;0.95, 0.95, 1.00, 0.1%26gt;*1.2}
normal {bumps 0.1}
}
#declare Biscuit_1 =
union {
object {Base_Biscuit}
object {Chocolate translate y*0.5 texture {Black_Chocolate}}
disc {
%26lt;0,0.101,0%26gt;, y, 3.6
translate y*0.5
texture {Black_Chocolate} normal {bumps 0.3 scale 0.05}
}
object {ProjLogo scale 1.5 rotate y*-90 translate %26lt;-0.4,0.6,0.5%26gt; texture {Icing}}
translate y*0.5
}
#declare Biscuit_2 =
union {
object {Base_Biscuit}
object {Chocolate translate y*0.5 texture {Milk_Chocolate}}
disc {
%26lt;0,0.101,0%26gt;, y, 3.6
translate y*0.5
texture {Milk_Chocolate} normal {bumps 0.3 scale 0.05}
}
object {ProjLogo scale 1.5 rotate y*-90 translate %26lt;-0.4,0.6,0.5%26gt; texture {White_Chocolate}}
translate y*0.5
}
#declare Biscuit_3 =
union {
object {Base_Biscuit}
object {Chocolate translate y*0.5 texture {White_Chocolate}}
disc {
%26lt;0,0.101,0%26gt;, y, 3.6
translate y*0.5
texture {White_Chocolate} normal {bumps 0.3 scale 0.05}
}
object {ProjLogo scale 1.5 rotate y*-90 translate %26lt;-0.4,0.6,0.5%26gt; texture {Milk_Chocolate}}
translate y*0.5
}
object {Biscuit_2 rotate y*-80 translate %26lt;-3.5,0,2%26gt;}
object {Biscuit_1 rotate y*-120 translate %26lt;3.5,0,-4%26gt;}
object {Biscuit_3 rotate x*-4 translate %26lt;8.5,0.9,0%26gt;}
#macro SevenBiscuits (Bisc,Num)
union {
#declare I = 0;
#while (I %26lt; Num)
object {Bisc translate x*9 rotate y*60*I}
#declare I = I+1;
#end
object {Bisc}
}
#end
//----------------------- CRUMBS
#declare Fun_Sphere = function {x*x + y*y +z*z}
#declare Crumb =
isosurface {
function {Fun_Sphere(x,y,z) + f_noise3d(x*2,y*2,z*2)*1}
threshold 1
max_gradient 3.9
//max_gradient 15
accuracy 0.01
contained_by {box {-1,1}}
scale 0.5
}
#declare r1 = seed(0);
#declare I = 0;
#while (I %26lt; 1)
object {
Crumb
rotate rand(r1)*360
scale 0.2+rand(r1)*0.3
translate %26lt;rand(r1)*10,0,rand(r1)*10%26gt;
texture {Tex_Biscuit}
}
object {
Crumb
rotate rand(r1)*360
scale 0.1+rand(r1)*0.15
translate %26lt;rand(r1)*10,0,rand(r1)*10%26gt;
texture {Tex_Biscuit}
}
#declare I = I+0.03;
#end
//----------------------- METAL BOX
#declare Pig3 =
pigment {
gradient y
color_map {
[0, rgb %26lt;0.1, 0.5, 0.7%26gt;]
[1, rgb %26lt;0.7, 0.6, 0.4%26gt;]
}
scale 0.5
}
#declare Pig4 =
pigment {
crackle
color_map {
[0, rgb %26lt;1.0, 0.5, 0.6%26gt;]
[1, rgb %26lt;0.0, 0.0, 0.0%26gt;]
}
scale 0.2
}
#declare MetalBoxPig =
pigment {
radial frequency 60
pigment_map {
[0.0, Pig3]
[0.5, Pig3]
[0.5, Pig4]
[1.0, Pig4]
}
}
#declare BiscuitBox =
union {
difference {
cylinder {%26lt;0,0,0%26gt;, %26lt;0,5,0%26gt;, 14}
cylinder {%26lt;0,0.1,0%26gt;, %26lt;0,5.1,0%26gt;, 13.9}
}
torus {14, 0.1 translate y*5}
torus {14, 0.1 translate y*0.1}
torus {14, 0.1 scale %26lt;1,2,1%26gt; translate y*4}
cylinder {
%26lt;0,0.3,0%26gt;,%26lt;0,3.5,0%26gt;, 14.01 open
pigment {MetalBoxPig}
finish {phong 0.8 reflection {0.01, 0.15}}
}
pigment {Gray60}
finish {phong 0.8 metallic reflection {0.5, 0.7}}
}
union {
object {BiscuitBox}
object {SevenBiscuits (Biscuit_1,6)}
object {SevenBiscuits (Biscuit_3,6) rotate y*30 translate y*1}
object {SevenBiscuits (Biscuit_2,5) rotate y*0 translate y*2}
rotate y*-75 translate %26lt;-18,0,-12%26gt;
}
//-----------------------CUP OF TEA
#declare TeaCup =
union {
difference {
cylinder {%26lt;0,1.2,0%26gt;, %26lt;0,6,0%26gt;, 4.2}
cylinder {%26lt;0,1,0%26gt;, %26lt;0,6.2,0%26gt;, 3.8}
}
difference {
cylinder {%26lt;0,0.2,0%26gt;, %26lt;0,2.5,0%26gt;, 4}
torus {2.8, 1 translate y*2.5}
torus {4, 1 translate y*0}
cylinder {%26lt;0,1.5,0%26gt;, %26lt;0,2.6,0%26gt;, 2.8}
}
difference {
#declare LiquidLevel = 5;
cylinder {%26lt;0,1.4,0%26gt;, %26lt;0,LiquidLevel,0%26gt;, 4}
torus {3.6, 0.2 translate y*LiquidLevel}
cylinder {%26lt;0,LiquidLevel-0.2,0%26gt;,%26lt;0,LiquidLevel+0....
pigment {Orange*0.8 filter 0.6}
finish {phong 0.7 reflection 0.15}
normal {bumps 0.05 scale 1}
}
torus {4.0, 0.2 translate y*6.0}
torus {4.0, 0.2 translate y*1.2}
torus {2.8, 0.2 translate y*0.2}
union {
difference {
cylinder {%26lt;0.2,0,0%26gt;,%26lt;-0.2,0,0%26gt;,0.5}
torus {0.5, 0.2 rotate z*90 translate x*0.2}
translate y*1.25
}
difference {
cylinder {%26lt;0.2,0,0%26gt;,%26lt;-0.2,0,0%26gt;,0.5}
torus {0.5, 0.2 rotate z*90 translate x*0.2}
translate y*-1.25
}
torus {1.25, 0.3 rotate x*90 clipped_by {plane {x,0 inverse}} translate x*0.8}
cylinder {%26lt;0,-1.25,0%26gt;,%26lt;0.8,-1.25,0%26gt;,0.3}
cylinder {%26lt;0,1.25,0%26gt;,%26lt;0.8,1.25,0%26gt;,0.3}
scale %26lt;1,1,1.5%26gt; translate %26lt;4.2,4,0%26gt; rotate y*-90
}
pigment {White}
normal {bumps 0.05 scale 3}
finish {phong 0.8 reflection 0.1}
}
object {TeaCup rotate y*50 translate %26lt;4,0,-14%26gt;}
I have povray3.6, how do I use this program?
you haven't compiled it yet. either compile it with a c compiler or download the precompiled version.
pov ray doesn't do hardly anything by itsself, it is an extremely complicated command line program. to use it effectively you need a GUI. google 'pov ray gui' and see what you get.
Reply:The code is not C++, but simple POV code that happens to be too long for a beginner to go through. Please read the tutorial that is provided with the POV-Ray installation. This is a simple and powerful ray-tracer, but you do need to read the manual, or you can't do anything.
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