// Last edited on 2003-04-17 12:44:28 by stolfi // Imitation of the m21 fragment image // global_settings { assumed_gamma 2.2 } #declare bgcolor = <0.306, 0.261, 0.250>; background { color rgb bgcolor } // All dimensions are in millimeters unless said otherwise. // All angles are in degrees unless said otherwise. // Fudge factor to avoid coincident surfaces: #declare eps = 0.01; #include "frag-stand.inc" #include "frag-camera-whole.inc" #include "frag-lights.inc" #include "frag-monolith.inc" #include "frag-frag.inc" // Z coordinate of mirror surface #declare mirroring_Z = mirror_min.z; // Center of monolith bottom #declare mono_1_tilt = 0.0; #declare mono_1_turn = 0.0; #declare mono_1_pos = < +050.1, +225.0, 0000.0 > + (frame_max.z + eps) * z; #declare mono_2_tilt = 0.0; #declare mono_2_turn = -3.0; #declare mono_2_pos = < +130.1, +225.0, 0000.0 > + (frame_max.z + eps) * z; // Center of fragment bottom #declare fragment_pos = < +047.0, +190.0, mirror_max.z >; #declare scene = union { object { stand } object { monolith rotate mono_1_tilt * y rotate mono_1_turn * z translate mono_1_pos } object { monolith rotate mono_2_tilt * y rotate mono_2_turn * z translate mono_2_pos } object { lights } // Must add the virtual lights explicitly, since POV-Ray // does not reflect light off the mirror. Note that // the mirror must be declared "no_shadow" for // this to work. object { lights translate -mirroring_Z * z scale <1,1,-1> translate mirroring_Z * z } object { fragment translate fragment_pos } } object { scene }