// Heavily based on POV 2.0 sample file polywood.pov by Eduard Schwan;
// Please, warn me if i shouldn't distribute this file, i'm not sure.
//
// With my unofficial POV-Ray 2.2 enhancements, point light sources become
// directly visible, surrounded by a user adjustable glow due to scattering
// by the particles in the atmosphere.
//
// This scene tries to be an indecent imitation of the jack-o-lantern image
// in Max's 1986 Siggraph paper. Note the absence of atmospheric shadows, or
// inversely, the absence of shafts of light. If people show interest in
// such stuff, i could implement it for POVAFX v2.0, but i mean a *fast*
// implementation, unlike POV-Ray 3.0 which *seems* to use pure volume
// sampling (please correct me if i'm wrong, i haven't seen it in action! :-)
//
// Marcos Fajardo
// mailto://mfajardo@freenet.hut.fi
// http://www.geocities.com/TimesSquare/2143/povafx10.html
include "shapes.inc"
include "colors.inc"
include "textures.inc"
camera {
location <-3.3, 5.0, -21.0>
direction <0.0, 0.0, 1.0>
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0, 5, 0>
}
// A bit of ground fog
fog { color rgb <.6, .6, .6> distance 20 height 3 }
background { color RichBlue }
// Reddish glowing light source inside polyhedron
light_source
{
<0, 3, 0>
color red 1.0 green 0.3 blue 0.1
glow 0.5
glow_type_a
}
// Something for the polyhedron to rest on
plane {
y, 0
pigment { color red 0.3 green 1.0 blue 0.4 }
finish {
ambient 0.1
diffuse 0.5
roughness 1
}
}
// The Wooden Polyhedron
// The idea here is to take a few cubes rotated at 45 degrees
// along different axes from each other and intersect them,
// thus cutting some corners. Then we carve out the center
// with a slightly oversized sphere, which protrudes slightly
// through the sides of the cubes, cutting portholes in the
// facets of the polyhedron. Then we get out the wooden paint..
intersection {
// polyhedron
// Add small amount to each box to account for normal numerical inacurracies.
// This fixes surface acne on coplanar surfaces.
box { <-4.000, -4.000, -4.000>, <4.000, 4.000, 4.000> }
box { <-4.001, -4.001, -4.001>, <4.001, 4.001, 4.001> rotate 45*x }
box { <-4.002, -4.002, -4.002>, <4.002, 4.002, 4.002> rotate 45*y }
box { <-4.003, -4.003, -4.003>, <4.003, 4.003, 4.003> rotate 45*z }
// hollow it out
sphere { <0, 0, 0>, 4.25 inverse }
// semi-dark wood with dark greenish rings
pigment {
wood
turbulence 0.04
colour_map {
[0.0 0.4 color red 0.8 green 0.4 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.4 0.5 color red 0.1 green 0.3 blue 0.1
color red 0.1 green 0.3 blue 0.2]
[0.5 0.8 color red 0.1 green 0.3 blue 0.2
color red 0.8 green 0.4 blue 0.1]
[0.8 1.0 color red 0.8 green 0.4 blue 0.1
color red 0.8 green 0.4 blue 0.2]
}
scale <0.2, 0.2, 1>
rotate <45, 0, 5>
translate <2, 2, -4>
}
finish {
// make it look wood-like
ambient 0.15
diffuse 0.6
// make it a little bit shiny
specular 0.3 roughness 0.01
phong 0.3 phong_size 60
}
bounded_by { sphere { <0, 0, 0>, 5 } }
translate <0, 4, 0>
}