From 35a96bde514a8897f6f0fcc41c5833bf63df2e2a Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sat, 27 Apr 2024 18:29:01 +0200 Subject: Adding upstream version 1.0.2. Signed-off-by: Daniel Baumann --- share/examples/istest.pov | 174 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 174 insertions(+) create mode 100644 share/examples/istest.pov (limited to 'share/examples/istest.pov') diff --git a/share/examples/istest.pov b/share/examples/istest.pov new file mode 100644 index 0000000..27eea1c --- /dev/null +++ b/share/examples/istest.pov @@ -0,0 +1,174 @@ +/*######################################################################### +## +## 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 +#########################################################################*/ + + + + + + -- cgit v1.2.3