// Persistence Of Vision Raytracer version 2.0 sample file. #include "stage1.inc" #declare Radius =2.5 #declare RowSpace=1.35 #declare ColSpace=1.25 #declare Dist=0.9-Radius #declare Row3=-Dist #declare Row2=Row3+Radius*RowSpace*2 #declare Row1=Row2+Radius*RowSpace*2 #declare Col1= -Radius*ColSpace*4 #declare Col2= Col1+Radius*ColSpace*2 #declare Col3= Col2+Radius*ColSpace*2 #declare Col4= Col3+Radius*ColSpace*2 #declare Col5= Col4+Radius*ColSpace*2 camera{Camera1 translate <0,Row2,-180>} #declare Thing= intersection { sphere {<0, 0, 0>, 1} object {UnitBox translate z*0.4 rotate 45*y} bounded_by {UnitBox} scale Radius } object {Thing pigment {agate} translate } object {Thing pigment {bozo} translate } object {Thing pigment {checker} translate } object {Thing pigment {color White} translate } object {Thing pigment {gradient x} translate } object {Thing pigment {granite} translate } object {Thing pigment {hexagon rotate -x*90} translate } object {Thing pigment {image_map{gif "test.gif"} translate -(x+y)/2 scale 2*Radius} translate } object {Thing pigment {leopard scale .3} translate } object {Thing pigment {mandel 256} translate } object {Thing pigment {marble turbulence .8} translate } object {Thing pigment {onion} translate } object {Thing pigment {radial rotate -x*90} translate } object {Thing pigment {spotted} translate } object {Thing pigment {wood turbulence .15 scale .5} translate }