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NVIDIA Gelato ばね状トーラス

今回も「数学のいずみ」を参考にしました。ありがとうございます。
sphere_bane_torus.jpg

#sphere_bane_torus.pyg
from math import *

Output ("sphere_bane_torus.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",1.2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 20)
Attribute ("int[2] resolution", (640, 480))
#placecam 0 16 -12 0 0 0
Rotate (-53.13, 1.00, 0.00, 0.00)
Translate (0.00, -16.00, 12.00)

Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")

World ()
Light ( "light0", "ambientlight", "float intensity", 0.3 )
Light ("light1", "pointlight", "float intensity", 300, "point from", (0, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 300, "point from", (5, 0, -10),"string shadowname", "shadows")

PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()

MyCounter = -15*pi
while (MyCounter <= 15*pi):
PushTransform ()
Attribute ("color C", (1, 1, 1))
Shader ( "surface", "metal","string envname","reflection" )
Translate ( (2+0.5*cos(1.11*MyCounter))*cos(0.1*MyCounter),
(2+0.5*cos(1.11*MyCounter))*sin(0.1*MyCounter),
0.5*sin(1.11*MyCounter))
Sphere (0.13, -0.13, 0.13, 360)
PopTransform ()
MyCounter = MyCounter + 0.5


Translate (0, -5, 0)
Rotate (90.00, 1.00, 0.00, 0.00)
Scale (10,10,10)
ShaderGroupBegin ()
Attribute ("color C", (0, 0.8, 0))
Shader ("surface", "checker", "checklayer","float stilesize",0.01,"float ttilesize",0.01,"color color2", ( 0, 0, 0.9 ))
Shader ("surface", "plastic", "plasticlayer")
ConnectShaders ("checklayer", "Cout", "plasticlayer", "C")
ConnectShaders ("checklayer", "fout", "plasticlayer", "Ks")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()
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