// POV-Ray 3.7 Scene File "Cubemap_2_inside_1.pov" // author: Friedrich A. Lohmueller, Dec-2009 / Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //--------------------------------------------------------------------------------------------------------<<<< #declare Camera_Number = 1 ; //--------------------------- //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = <0.00, 1.00, -20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 55 ; #break #case (1) #declare Camera_Position = < 0.00, 2.00, -5.00> ; // front view up #declare Camera_Look_At = < -1.00, 4.50, 0.00> ; #declare Camera_Angle = 85 ; #break #else #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 55 ; #break #end // of "#switch ( Camera_Number )" ----------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------------------------------------<<<<< // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky --------------------------------------------------------------------- // Adaption of images for image_map to assumed_gamma = 1.0 : #ifndef( Correct_Gamma) #declare Correct_Gamma = 1.5; #end // display_gamma = 2.2 #macro Correct_Pigment_Gamma(Original_Pigment_, New_Gamma_) #local Correct_Pigment_fn = function{ pigment {Original_Pigment_ } } pigment{ average pigment_map{ [function{ pow(Correct_Pigment_fn(x,y,z).x, New_Gamma_)} color_map{[0 rgb 0][1 rgb<3,0,0>] } ] [function{ pow(Correct_Pigment_fn(x,y,z).y, New_Gamma_)} color_map{[0 rgb 0][1 rgb<0,3,0>] } ] [function{ pow(Correct_Pigment_fn(x,y,z).z, New_Gamma_)} color_map{[0 rgb 0][1 rgb<0,0,3>] } ] } } #end // // "image_map" Gamma corrected : // Correct_Pigment_Gamma( // pigment{ image_map{ jpeg "colors.jpg"}} // , Correct_Gamma) //-------------------------------------------------------------------------------------- box{<-1, -1, -1>,< 1, 1, 1> texture{ uv_mapping Correct_Pigment_Gamma( // gamma correction pigment{ image_map{ jpeg "Cubemap_2_2048x1536.jpg" map_type 0 // planar interpolate 2 // bilinear once // } // end of image_map } // end of pigment , 2.5) //, New_Gamma finish { ambient 1 diffuse 0 } } // end of texture scale 10000 } // end of skybox -------------------- //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // ... //