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#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 }(摄像机位置没有调整好,但是我们可以看到一块就有大理石材质的长方体)
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>}
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原文地址:http://blog.csdn.net/zhr_hadoop/article/details/51363977