// POVRAY header for triangulations background { color rgb <1,0.75,0.5> } camera { location <20.0000,20.0000,10.000> direction <30,0,0> right < 0.0000, 6.0000, 0.0000> up < 0.0000, 0.0000, 4.0000> sky < 0.0000, 0.0000, 1.0000> look_at <-1.7500, 0.0000, 0.0000> } // == left wall ================================= light_source { <100.0000,0.0000,0.0000> color rgb <0.4, 0.4, 0.4> } plane { <1.0000,0.0000,0.0000>, -1.75 // pigment { color rgb <0.8, 0.90, 1.0> } // finish { diffuse 0.5 ambient 0.65 } pigment { color rgb <1.0, 1.0, 1.0> } finish { diffuse 0.1 ambient 0.1 reflection 0.8 } } // == right wall ================================= light_source { <0.0000,100.0000,0.0000> color rgb <0.4, 0.4, 0.4> } plane { <0.0000,1.0000,0.0000>, -1.75 pigment { color rgb <0.8, 0.9, 1.0> } finish { diffuse 0.8 ambient 0.2 } // pigment { color rgb <1.0, 1.0, 1.0> } // finish { diffuse 0.05 ambient 0.05 reflection 0.9 } } // == floor ====================================== light_source { <0.0000,0.0000,100.0000> color rgb <0.8, 0.8, 0.8> } plane { <0.0000,0.0000,1.0000>, -1.75 pigment { color rgb <0.40, 1.00, 0.90> } finish { diffuse 0.8 ambient 0.2 } } #declare facecolor = color rgb <1.0, 0.4, 0.1> filter facefilter #declare facetexture = texture { pigment { color rgb <0.5, 0.7, 0.5> filter facefilter } // superseded by facecolor finish { metallic diffuse 0.8 ambient 0.3 specular 0.4 roughness 0.01 } } #declare primedgecolor = color rgb <0.0, 0.05, 0.5> #declare dualedgecolor = color rgb <1.0, 0.8, 0.4> #declare edgetexture = texture { pigment { color rgb <0.0, 0.0, 0.0> } // superseded by {prim,dual}edgeecolor finish { diffuse 0.5 ambient 0.1 specular 0.2 roughness 0.005 } }