/* This is povray input generated by GL_Render V2.8 */ // Parameters for complex textures #declare GLScaleS = 0.05000 #declare GLRotateS = 0.00000 #declare GLTurbS = 0.00000 #declare GLScaleT = 0.05000 #declare GLRotateT = 0.00000 #declare GLTurbT = 0.00000 #include "Material.inc" #declare TSF1 = texture { GLMetal_1 } #declare FSF1 = finish { METAL_FINISH } #declare TSF1a= texture { GLMetal_1 } #declare FSF1a= finish { SURF_FINISH } #declare TSB1 = texture { GLMetal_1 } #declare FSB1 = finish { BACK_TRIG_FINISH } #declare TSF2 = texture { GLMetal_1 } #declare FSF2 = finish { METAL_FINISH } #declare TSF3 = texture { GLMetal_1 } #declare FSF3 = finish { METAL_FINISH } #declare TSF3a= texture { GLMetal_1 } #declare FSF3a= finish { DULL_CYLI_FINISH } #declare TSF5 = texture { GLMetal_1 } #declare FSF5 = finish { TEXT_FINISH } #declare TTF1 = texture { GLGlass_2 } #declare FTF1 = finish { GLASS_FINISH } #declare TTB1 = texture { GLGlass_2 } #declare FTB1 = finish { BACK_TRIG_FINISH } #declare TTF1a= texture { GLGlass_2 } #declare FTF1a= finish { SURF_FINISH } #declare TTF2 = texture { GLGlass_2 } #declare FTF2 = finish { GLASS_FINISH } #declare TTF3 = texture { GLGlass_2 } #declare FTF3 = finish { GLASS_FINISH } #declare TTF3a= texture { GLGlass_2 } #declare FTF3a= finish { DULL_CYLI_FINISH } #declare TTF5 = texture { GLGlass_2 } #declare FTF5 = finish { TEXT_FINISH } global_settings { ambient_light rgb <0.40860, 0.40860, 0.40860> assumed_gamma 1.800 adc_bailout 0.00390 max_trace_level 5 } #declare camera_location = < 0.0, 0.0, 0.7 > #declare camera_angle = 45.0 //#declare camera_location = < 0.0, 0.0, 100.0 > //#declare camera_angle = 0.8 #declare camera_look_at = < 0.0, 0.0, 0.0 > camera { location camera_location look_at camera_look_at angle camera_angle up y right x } background { color rgb < 0.1000, 0.1000, 0.1000 > } // Light # 0 light_source { < 1.656, 2.112, 0.000 > color rgb <1.000, 1.000, 1.000 > } // Light # 1 light_source { < 0.000, 0.000, 0.000 > color rgb <0.471, 0.471, 0.471 > } #declare STEREO_ROT_Y = 0.0 // Use this for stereo. // Either +/- 3.0 or 0.0 and 6.0 deg. #include "ex11_usr.inc" union { #include "ex11_1.povinc" matrix < 1.0000000, 0.0000000, 0.0000000, 0.0000000, 1.0000000, 0.0000000, 0.0000000, 0.0000000, 1.0000000, 0.0000000, 0.0000000, 0.0000000 > rotate STEREO_ROT_Y * y scale 1.000 translate <0.0000000, 0.0000000, -1.0000000 > } // All transparent objects have the same transmission TRMS ! #declare TRMS = 0.90 // manually replaced *union* with *merge* ! merge { #include "ex11_2.povinc" matrix < 1.0000000, 0.0000000, 0.0000000, 0.0000000, 1.0000000, 0.0000000, 0.0000000, 0.0000000, 1.0000000, 0.0000000, 0.0000000, 0.0000000 > rotate STEREO_ROT_Y * y scale 1.000 translate <0.0000000, 0.0000000, -1.0000000 > }