// Persistence Of Vision Ray Tracer Scene Description File // ------------------------------------------------------- // File: @(#)mblur.pov // Description: motion blur demo // Features demonstrated: motion blur // Creation Date: $ 22 Mar 2005, 18:01:42 $ // Last modified: $ 20 Aug 2005, 09:07:50 $ // Author: Christoph Hormann // // @@ This scene demostrates the use of the motion blur // @@ feature to emphasize motion in a still scene. // // -w320 -h240 +a0.3 #version unofficial megapov 1.2; #include "glass.inc" #include "shapes.inc" global_settings { tone_mapping { function { min(1, x) } } assumed_gamma 1 max_trace_level 9 motion_blur 20, 0.1 } camera { location <5.8, 11, 3.2> direction z sky z up z right 1.33333*x look_at <0,0,-0.5> angle 36 translate <-1.2, -5, 0> } #local Light_Pos=<-15, 12, 15>; light_source { Light_Pos color rgb <1.3, 1.2, 1.1> area_light 2*x 2*y 6, 6 adaptive 2 jitter circular orient } sky_sphere { pigment { pigment_pattern { spherical poly_wave 6 color_map { [0 rgb 0][1 rgb 1] } scale 3 translate vnormalize(Light_Pos) } pigment_map { [0 gradient y color_map { [0.00 rgb <1.248, 1.080, 1.200>] [0.10 rgb <0.936, 0.840, 1.200>] [0.25 rgb <0.312, 0.360, 0.960>] } ] [0.9 color rgb <64, 48, 32>] } } } motion_blur { sphere { z*0.5, 0.5 translate clock*2.5*x rotate -60*z material { texture { pigment { color rgbt 1 } finish { ambient 0 diffuse 0 reflection { 0, 1 fresnel on } conserve_energy } } interior { I_Glass_Exp(0.15) fade_color <0.8, 0.65, 0> } } } } plane { z, 0 texture { pigment { color rgb <0.2, 0.3, 0.8> } finish { diffuse 0.45 ambient 0.05 } } } #declare T_Metal= texture { pigment { color rgb 0.5 } finish { diffuse 0.2 specular 0.05 roughness 0.01 ambient 0 reflection { 0.9 metallic } conserve_energy } normal { bozo 0.06 scale 0.6 } } union { #local Cnt=0; #while (Cnt<16) merge { difference { Round_Box_Merge(<-0.1, -0.6, 0>, <0.1, 0.6, 2.4>, 0.03) cylinder { <-0.11, 0, 0.6>, <0.11, 0, 0.6>, 0.4 } cylinder { <-0.11, 0, 1.8>, <0.11, 0, 1.8>, 0.4 } } torus { 0.4, 0.1 rotate 90*z translate 0.6*z } torus { 0.4, 0.1 rotate 90*z translate 1.8*z } translate Cnt*0.55*x rotate -Cnt*1.5*z } #local Cnt=Cnt+1; #end texture { T_Metal } scale 0.7 translate 1.3*x rotate -60*z }