1 /*#########################################################################
2 ##
3 ## File: itest.pov
4 ##
5 ## Authors:
6 ## Bob Jamison
7 ##
8 ## Copyright (C) 2004 The Inkscape Organization
9 ##
10 ## Released under GNU GPL, read the file 'COPYING' for more information
11 ##
12 ###########################################################################
13 ##
14 ## This simple file is provided to demonstrate POV output from Inkscape.
15 ## PovRay output is intended for people who have had moderate experience
16 ## with authoring POV files. This is NOT for beginners.
17 ##
18 ## To use:
19 ## 1) Install PovRay, version 3.5 or above, and put the povray executable
20 ## in your PATH. PovRay is found at http://www.povray.org . For
21 ## PovRay-specific questions, please look there. They are the experts.
22 ##
23 ## 2) Copy this file to a working area.
24 ##
25 ## 3) Make or load a document in Inkscape with some shapes in it.
26 ##
27 ## 4) Save as a .pov file using the SaveAs dialog. For this example, save
28 ## it in the same directory as this file, with the name 'isshapes.pov'
29 ##
30 ## 5) Execute povray with this file. An example command would be:
31 ##
32 ## povray +X +V +A +W320 +H320 +Iistest.pov +FN
33 ##
34 ## 6) Adjust the values to suit your needs and desires. Have fun.
35 ##
36 #########################################################################*/
38 /*#########################################################################
39 # Some standard PovRay scene additives
40 #########################################################################*/
42 #include "colors.inc"
43 #include "textures.inc"
44 #include "shapes.inc"
45 #include "metals.inc"
46 #include "skies.inc"
48 /*#########################################################################
49 # Note the Z-order differentation of the prisms in the object is
50 # normally just sufficient to display all of the objects, and
51 # avoid 'black spots' where surfaces are coincident. This can
52 # be adjusted by changing the value below.
53 #########################################################################*/
55 /*
56 #declare AllShapes_Z_Increment = 0.008;
57 */
60 /*#########################################################################
61 # Note that the finish of the "all shapes" object exported
62 # at the end of the shapes file can be modified, by defining
63 # if before the #include. Uncomment the following declaration
64 # to adjust it. Have fun.
65 #########################################################################*/
67 /*
68 #declare AllShapes_Finish = finish {
69 phong 0.7
70 reflection 0.5
71 specular 0.8
72 }
73 */
75 /*#########################################################################
76 # Our Inkscape-exported shapes file
77 #########################################################################*/
79 #include "isshapes.pov"
81 /*#########################################################################
82 # Move the camera back in the -Z direction, about 1.5 times the width
83 # or height of the image. This will provide about a 60-degree view.
84 # 'AllShapes' is an item in isshapes.pov, and refers to the union of
85 # all of the shapes exported.
86 #########################################################################*/
88 camera {
89 location <0, 0, -(AllShapes_WIDTH * 1.5)>
90 look_at <0, 0, 0>
91 right x*image_width/image_height
92 }
94 /*#########################################################################
95 # Put one or two lights in front of the objects, and at an angle to
96 # the viewer.
97 #########################################################################*/
99 light_source { <-200, 1, -8000> color White}
100 light_source { < 200, 100, -600> color White}
103 /*#########################################################################
104 # Make a pretty background, for contrast
105 #########################################################################*/
107 sky_sphere {
108 pigment {
109 gradient y
110 color_map {
111 [ 0.5 color CornflowerBlue ]
112 [ 1.0 color MidnightBlue ]
113 }
114 scale 1000
115 translate -1
116 }
117 }
120 /*#########################################################################
121 # Now let us use our shapes. We can include them individually, or include
122 # them as a group. Notice that we have two AllShapes. One plain, and
123 # an AllShapesZ. The 'Z' version is different in that the shapes are
124 # shifted slightly higher in their order of creation, so that coincident
125 # shapes can be discerned.
126 #########################################################################*/
129 object {
130 /*
131 //## Individually
132 union{
133 object { droplet01 }
134 object { droplet02 }
135 object { droplet03 }
136 object { mountainDroplet }
137 }
138 */
140 //## As a group
141 object { AllShapes_Z }
144 translate<-AllShapes_CENTER_X, 0, -AllShapes_CENTER_Y>
145 scale < 1, 60, 1>
146 rotate <-90, 0, 0> //x first
147 rotate < 0, 0, 0> //z second
148 rotate < 20, 0, 0> //whatever else
149 rotate < 0, -27, 0> //whatever else
151 }//object
155 /*#########################################################################
156 # End of File
157 #########################################################################*/