// Persistence Of Vision Ray Tracer Scene Description File // ------------------------------------------------------- // File: @(#)exposure.pov // Description: Demonstrates the film exposure simulation feature // Features demonstrated: film exposure simulation // Creation Date: $ 14 Dec 2002, 16:05:22 $ // Last modified: $ 14 Jun 2004, 22:36:32 $ // Author: Christoph Hormann // // Render instructions: // -------------------- // // To render the different exposure settings use something like: // // -w320 -h240 +a0.3 -j +kff7 #version unofficial megapov 1.1; #declare Camera=1; //#declare Camera=2; // alternative view global_settings { max_trace_level 10 assumed_gamma 1 radiosity { pretrace_start 0.08 pretrace_end 0.01 count 320 nearest_count 7 error_bound 0.3 recursion_limit 1 low_error_factor .5 gray_threshold 0.0 minimum_reuse 0.015 brightness 1.0 } photons { spacing 0.003 } //---------------------------------------------------------- // exposure settings //---------------------------------------------------------- #switch (frame_number) #case (0) #warning "Use '+kff7 to render all versions of this scene" #break #case (2) exposure 0.05 exposure_gain 20 // almost linear #break #case (3) exposure 0.2 exposure_gain 5.5 #break #case (4) exposure 0.5 exposure_gain 2.5 #break #case (5) exposure 1 exposure_gain 1.6 #break #case (6) exposure 10 exposure_gain 1 #break #case (7) exposure 100 exposure_gain 1 // high compression #break #end //---------------------------------------------------------- } #if (Camera=1) camera { location <5.4, 4.1, 1.0> direction y sky z up z right (4/3)*x look_at <0, 0, 0.9> angle 42 } #end #if (Camera=2) camera { location <-1.6, -3.0, 0.8> direction y sky z up z right (4/3)*x look_at <0.2, 0, 0.75> angle 42 } #end light_source { <3, 3.3, 1.8>*100000 color rgb <2.0, 1.5, 1.0> photons { reflection on } } sky_sphere { pigment { gradient z color_map { [0.00 rgb <0.8,0.9,1.0>] [0.10 rgb <0.6,0.7,1.0>] [0.25 rgb <0.2,0.3,0.8>] } } } #declare Tex_Ground= texture { pigment { color rgb 1 } finish { ambient 0.0 diffuse 0.65 } } #declare T_Metal= texture { pigment { color rgb 0.8 } finish{ diffuse 0.2 brilliance 12 ambient 0.0 specular 0.5 roughness 0.01 reflection { 0.8 metallic } conserve_energy } } plane { z, 0 texture { Tex_Ground } } union { box { <-4.0, -4.0, -0.1>, <4.0, -4.1, 2.0> } box { <-4.0, -4.0, -0.1>, <-3.9, 2.0, 2.0> } box { < 4.0, -4.0, -0.1>, < 3.9, 2.0, 2.0> } box { <-4.0, -4.0, 2.1>, <4.0, 2.0, 1.999> } box { <-4.0, -0.5, -0.1>, <-1.0, -0.65, 2.0> } box { <0.3, -4, -0.1>, <0.45, -0.6, 0.5> } box { <0.3, -0.6, -0.1>, <0.45, -0.45, 2.0> } #local XPos=-3.9; #while (XPos<1.8) box { , } #local XPos=XPos+0.6; #end cylinder { <2.3, 0.8, -0.1>, <2.3, 0.8, 2>, 0.15 } union { sphere { <1.6, 1.3, 0.22>, 0.22 } sphere { <1.6, 2.6, 0.15>, 0.15 } texture { T_Metal } photons { target reflection on } } texture { Tex_Ground } }