/*######################################################################### ## ## File: itest.pov ## ## Authors: ## Bob Jamison ## ## Copyright (C) 2004-2007 The Inkscape Organization ## ## Released under GNU GPL, read the file 'COPYING' for more information ## ########################################################################### ## ## Notes: ## ## 070312: Tested on PovRay 3.7.0 beta ## ########################################################################### ## ## This simple file is provided to demonstrate POV output from Inkscape. ## PovRay output is intended for people who have had moderate experience ## with authoring POV files. This is NOT for beginners. ## ## To use: ## 1) Install PovRay, version 3.5 or above, and put the povray executable ## in your PATH. PovRay is found at http://www.povray.org . For ## PovRay-specific questions, please look there. They are the experts. ## ## 2) Copy this file to a working area. ## ## 3) Make or load a document in Inkscape with some shapes in it. ## ## 4) Save as a .pov file using the SaveAs dialog. For this example, save ## it in the same directory as this file, with the name 'isshapes.pov' ## ## 5) Execute povray with this file. An example command would be: ## ## povray +X +V +A +W320 +H320 +Iistest.pov +FN ## ## 6) Adjust the values to suit your needs and desires. Have fun. ## ## ## Remember that this is not the intended use of Inkscape's POVRay ## output, but is merely a demo. The main purpose of POVRay output ## is to supply curves and other data to your own POVRay projects. ## #########################################################################*/ /*######################################################################### # Some standard PovRay scene additives #########################################################################*/ #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "metals.inc" #include "skies.inc" /*######################################################################### # Note the Z-order differentation of the prisms in the object is # normally just sufficient to display all of the objects, and # avoid 'black spots' where surfaces are coincident. This can # be adjusted by changing the value below. #########################################################################*/ /* #declare AllShapes_Z_Increment = 0.008; */ /*######################################################################### # Note that the finish of the "all shapes" object exported # at the end of the shapes file can be modified, by defining # if before the #include. Uncomment the following declaration # to adjust it. Have fun. #########################################################################*/ /* #declare AllShapes_Finish = finish { phong 0.7 reflection 0.5 specular 0.8 } */ /*######################################################################### # Our Inkscape-exported shapes file #########################################################################*/ #include "isshapes.pov" /*######################################################################### # Move the camera back in the -Z direction, about 1.5 times the width # or height of the image. This will provide about a 60-degree view. # 'AllShapes' is an item in isshapes.pov, and refers to the union of # all of the shapes exported. #########################################################################*/ camera { location <0, 0, -(AllShapes_WIDTH * 1.5)> look_at <0, 0, 0> right x*image_width/image_height } /*######################################################################### # Put one or two lights in front of the objects, and at an angle to # the viewer. #########################################################################*/ light_source { <-200, 1, -8000> color White} light_source { < 200, 100, -600> color White} /*######################################################################### # Make a pretty background, for contrast #########################################################################*/ sky_sphere { pigment { gradient y color_map { [ 0.5 color CornflowerBlue ] [ 1.0 color MidnightBlue ] } scale 1000 translate -1 } } /*######################################################################### # Now let us use our shapes. We can include them individually, or include # them as a group. Notice that we have two AllShapes. One plain, and # an AllShapesZ. The 'Z' version is different in that the shapes are # shifted slightly higher in their order of creation, so that coincident # shapes can be discerned. #########################################################################*/ object { /* //## Individually union{ object { droplet01 } object { droplet02 } object { droplet03 } object { mountainDroplet } } */ //## As a group object { AllShapes_Z } translate<-AllShapes_CENTER_X, 0, -AllShapes_CENTER_Y> scale < 1, 60, 1> rotate <-90, 0, 0> //x first rotate < 0, 0, 0> //z second rotate < 20, 0, 0> //whatever else rotate < 0, -27, 0> //whatever else }//object /*######################################################################### # End of File #########################################################################*/