// Persistence of Vision Raytracer V3.1 // World definition file. // // Contains 1 lights, 12 materials and 21 primitives. // // This file was generated for POV-Ray V3.1 by // Moray V3.3a For Windows Copyright (c) 1993-2001 Lutz + Kretzschmar // // Date : 02/14/2002 (14.02.2002) // /* The text between these two comments is in MorayPOV.INC and is automatically included in all POV files that Moray exports. */ default { texture { pigment { rgb <1,0,0> } } } /* // Scene Comment */ // End Scene Comment global_settings { adc_bailout 0.003922 ambient_light <1.0,1.0,1.0> assumed_gamma 1.9 hf_gray_16 off irid_wavelength <0.247059,0.176471,0.137255> max_intersections 64 max_trace_level 10 number_of_waves 10 } background { color <0.000,0.000,0.000> } camera { // Camera Camera location < 10.000, -10.000, 6.000> sky < 0.00000, 0.00000, 1.00000> // Use right handed-system up < 0.0, 0.0, 1.0> // Where Z is up right < 1.40735, 0.0, 0.0> // Right Vector is adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect ratio angle 65.50000 // Vertical 49.125 look_at < 0.000, 0.000, 0.500> } // // ******* L I G H T S ******* // light_source { // Sun <0.0, 0.0, 0.0> color rgb <1.000, 1.000, 0.800> translate <-2.0, -30.0, 20.0> } // // ******** MATERIALS ******* // #include "project.inc" // // ******** REFERENCED OBJECTS ******* // // // ******** OBJECTS ******* // box { // Road <-1, -1, -1>, <1, 1, 1> material { Alabaster } scale <5.0, 12.0, 0.01> rotate <-5.0, 0.0, 39.296265> translate <4.811907, -1.711459, 0.592027> } box { // Sky <-1, -1, -1>, <1, 1, 1> material { Carribean_Cloud_Sky } scale <30.0, 1.0, 30.0> rotate 45.0*z translate <-20.0, 20.0, 0.0> } box { // Floor <-1, -1, -1>, <1, 1, 1> material { Alabaster } scale <15.0, 15.0, 0.1> translate 0.2*z } object { // Hills height_field { tga "C:\Program Files\Moray\PovScn\hills.tga" water_level 0.0 } rotate <-90, 0, 0> // Turn onto XY plane. Now points along -Z scale < 2, 2,-2> // Scale to Cube size. Now points along +Z translate < -1,-1,-1> // Center around origin material { Grass2 } scale <10.0, 10.0, 4.2> } #declare Left_Wing = union { box { // Left_1 <-1, -1, -1>, <1, 1, 1> material { University } scale <14.8, 2.8, 1.0> } box { // Left_2 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <15.0, 3.0, 0.2> translate 1.2*z } box { // Left_3 <-1, -1, -1>, <1, 1, 1> material { University } scale <15.3, 3.3, 0.2> translate 1.6*z } box { // Left_4 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <15.0, 3.0, 0.2> translate 2.0*z } box { // Left_5 <-1, -1, -1>, <1, 1, 1> material { University } scale <15.3, 3.3, 0.2> translate 2.4*z } box { // Left_6 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <15.0, 3.0, 0.2> translate 2.8*z } box { // Left_7 <-1, -1, -1>, <1, 1, 1> material { University } scale <15.3, 3.3, 0.2> translate 3.2*z } box { // Left_8 <-1, -1, -1>, <1, 1, 1> material { University } scale <15.0, 3.0, 0.2> translate 3.6*z } translate 1.0*z } #declare Right_Wing = union { box { // Right_1 <-1, -1, -1>, <1, 1, 1> material { University } scale <2.8, 10.8, 1.0> translate <12.0, -8.0, 0.0> } box { // Right_2 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <3.0, 11.0, 0.2> translate <12.0, -8.0, 1.2> } box { // Right_3 <-1, -1, -1>, <1, 1, 1> material { University } scale <3.3, 11.3, 0.2> translate <12.0, -8.0, 1.6> } box { // Right_4 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <3.0, 11.0, 0.2> translate <12.0, -8.0, 2.0> } box { // Right_5 <-1, -1, -1>, <1, 1, 1> material { University } scale <3.3, 11.3, 0.2> translate <12.0, -8.0, 2.4> } box { // Right_6 <-1, -1, -1>, <1, 1, 1> material { Glass } scale <3.0, 11.0, 0.2> translate <12.0, -8.0, 2.8> } box { // Right_7 <-1, -1, -1>, <1, 1, 1> material { University } scale <3.3, 11.3, 0.2> translate <12.0, -8.0, 3.2> } box { // Right_8 <-1, -1, -1>, <1, 1, 1> material { University } scale <3.0, 11.0, 0.2> translate <12.0, -8.0, 3.6> } translate 1.0*z } union { // Building object { Left_Wing } object { Right_Wing } scale 0.8 rotate 90.0*z translate <-6.372304, -0.150896, 0.3> }