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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:29:01 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:29:01 +0000
commit35a96bde514a8897f6f0fcc41c5833bf63df2e2a (patch)
tree657d15a03cc46bd099fc2c6546a7a4ad43815d9f /share/examples/istest.pov
parentInitial commit. (diff)
downloadinkscape-35a96bde514a8897f6f0fcc41c5833bf63df2e2a.tar.xz
inkscape-35a96bde514a8897f6f0fcc41c5833bf63df2e2a.zip
Adding upstream version 1.0.2.upstream/1.0.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+/*#########################################################################
+##
+## 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
+#########################################################################*/
+
+
+
+
+
+