标签:
#include "colors.inc" // The include files contain #include "stones.inc" // pre-defined scene elements
camera {
location <0, 2, -3>
look_at <0, 1, 2>
}
location是摄像机所在位置,look_at是摄像机指向方向。后面<x,y,z>是他在坐标系中的位置信息。 sphere {
<0, 1, 2>, 2
texture {
pigment { color Yellow }
}
}
这里是创建一个球体(sphere)<0,1,2>是球心所在位置;2是半径。texture{}设置纹理。pigment是一个关键字。color Yellow设置为黄色(注意颜色首字母大写)color red 1.0 green 0.8 blue 0.8 color rgb <1.0, 0.8, 0.8> rgb <1.0, 0.8, 0.8>
light_source { <2, 4, -3> color White} light_source{}是关键字,其他就不做过多解释了,很直接明了 #include "colors.inc"
background { color Cyan }
camera {
location <0, 2, -3>
look_at <0, 1, 2>
}
sphere {
<0, 1, 2>, 2
texture {
pigment { color Yellow }
}
}
light_source { <2, 4, -3> color White}
加入的background是设置背景的,这里设置背景颜色为:Cyan
box
{
<-1,0,-1>,
<1,0.5,3>
texture
{
T_Stone25 //设置纹理效果
scale 4 //设置比例
}
rotate y*20
} cone
{
<0,1,0>, 0.3
<1,2,3>, 1.0 //两个圆的坐标及半径
open //设置是否开口
texture
{
T_Stone25
scale 4
}
}
cylinder
{
<0,2,0>,
<-2,2,3>,
0.5
open
texture{T_Stone25 scale 4}
} plane
{
<0,1,0>,-1
pigment
{
checker color Red, color Blue //红蓝相间
}
} #include "colors.inc"
camera
{
location <0,1,-25>
look_at 0
angle 30
}
background { color Gray50}
light_source{<300,300,-1000> White}
torus
{
4,1
rotate -90*x
pigment {Green}
}#include "colors.inc"
camera
{
location <0,1,-25>
look_at 0
angle 30
}
background { color Gray50}
light_source{<300,300,-1000> White}
#declare Half_Torus=difference //difference:A与B两个物体。效果为:在A中去除AB相交的部分
{
torus
{
4,1
rotate -90*x
}
box{<-5,-5,-1>,<5,0,1>}
pigment {Green}
}
#declare Flip_It_Over=180*x; //declare声明,便于后面调用
#declare Torus_Translate=8;
union
{
object{Half_Torus}
object
{
Half_Torus
rotate Flip_It_Over
translate Torus_Translate*x
}
object
{
Half_Torus
translate Torus_Translate*x*2
}
object
{
Half_Torus
rotate Flip_It_Over
translate Torus_Translate*x*3
}
object
{
Half_Torus
rotate Flip_It_Over
translate -x*Torus_Translate
}
object
{
Half_Torus
translate -x*Torus_Translate*2
}
object
{
Half_Torus
rotate Flip_It_Over
translate -x*Torus_Translate*3
}
object
{
Half_Torus
translate -x*Torus_Translate*4
}
rotate y*45
translate z*90
}
蛇形图案 #include "colors.inc"
camera
{
location <0,1,-25>
look_at 0
angle 30
}
background { color Gray50}
light_source{<300,300,-1000> White}
#declare Half_Torus=difference
{
torus
{
4,1
rotate -90*x
}
box{<-5,-5,-1>,<5,0,1>}
}
#declare Flip_It_Over=180*x;
#declare Torus_Translate=8;
#declare Chain_Segment=cylinder
{
<0,4,0>,<0,-4,0>,1
}
#declare Chain_Gold=texture
{
pigment{BrightGold}
finish
{
ambient .1
diffuse .4
reflection .25
specular 1
metallic
}
}
#declare Link=union
{
object
{
Half_Torus
translate y*Torus_Translate/2
}
object
{
Half_Torus
rotate Flip_It_Over
translate -y*Torus_Translate/2
}
object
{
Chain_Segment
translate x*Torus_Translate/2
}
object
{
Chain_Segment
translate -x*Torus_Translate/2
}
texture{Chain_Gold}
}
#declare Link_Translate=Torus_Translate*2-2*y;
#declare Link_Pair=union
{
object{Link}
object
{
Link
translate y*Link_Translate
rotate y*90
}
}
#declare Chain=union
{
object {Link_Pair}
object
{
Link_Pair
translate y*Link_Translate*2
}
object
{
Link_Pair
translate y*Link_Translate*4
}
object
{
Link_Pair
translate y*Link_Translate*6
}
object
{
Link_Pair
translate -y*Link_Translate*2
}
object
{
Link_Pair
translate -y*Link_Translate*4
}
object
{
Link_Pair
translate -y*Link_Translate*6
}
}
object {Chain scale .1 rotate <0,45,-45>}标签:
原文地址:http://blog.csdn.net/zhr_hadoop/article/details/51363977