// textures03.pov // POV-Ray 3.5 scene file by En-Chong Pak // The initial appearance of a glass sphere before modifying transparency. // Render in 240x180, antialiasing 0.3, method 2. #include "colors.inc" #include "textures.inc" #declare Photons=on; global_settings { assumed_gamma 1.0 max_trace_level 5 #if (Photons) // global photon block photons { spacing 0.02 // specify the density of photons } #end } camera { location <-1.6, 3.0, -4.0> direction 1.5*z right x*image_width/image_height look_at <0.0, 0.0, 0.0> } sky_sphere { pigment { gradient y color_map { [0.0 rgb <1.0, 1.0, 1.0>] [0.7 rgb <0.6, 0.7, 1.0>] } } } light_source { <0.0, 0.0, 0.0> // light's position (translated below) color rgb <1.0, 1.0, 1.0> // light's color translate <-50.0, 50.0, 10.0> photons { // photon block for a light source refraction on reflection on } } plane { // checkered floor y, -1 texture { pigment { checker color rgb 1.0 color Gray50 scale 0.5 } finish { diffuse 0.8 ambient 0.1 reflection 0.3 } } } box { // cartesian y-axis <-0.05, -0.01, -6.0>, <0.05, 0.01, 6.0> texture { pigment { color Black } finish { diffuse 0.3 ambient 0.3 specular 0.6 reflection 0.3 } } translate <-1.05, -0.99, 4.5> } box { // cartesian x-axis <-0.05, -0.01, -6.0>, <0.05, 0.01, 6.0> texture { pigment { color Black } finish { diffuse 0.3 ambient 0.3 specular 0.6 reflection 0.3 } } translate <1.05, -0.99, 3.5> rotate <0.0, 90.0, 0.0> } sphere { // glass sphere 0.0, 1 texture { pigment { color White transmit 1.0 } finish { diffuse 0.05 ambient 0.0 specular 0.8 reflection { 0.1, 1.0 fresnel on } conserve_energy } } interior { ior 1.5 // index of refraction for glass } photons { // photon block for an object target 1.0 refraction on reflection on } }