// --------------------------------------------------------------------- // Lupe // --------------------------------------------------------------------- #version 3.5; // benötigte POV-Ray-Version #include "textures.inc" background {rgb <1,1,1>} // Farbe des Hintergrundes // --------------------------------------------------------------------- intersection{ sphere{<-8.5,0,0> 8.735 } sphere{<8.5,0,0> 8.735 } material{M_Glass} } box{<-10000,-2.1,-10000> <10000,-2,10000> texture { pigment { color rgb < 1, 1, 1> } finish { ambient 0.6 diffuse 0.4 phong 0 reflection 0 roughness 0.8 crand 0.03} } } #declare zahl=-3; #while (zahl < 6) sphere{<-3.5,-1.5,zahl> 0.5 texture { pigment { color rgb < 0.3, 0.3, 1.0> } finish { ambient 0.2 diffuse 0.7 phong 0.2 phong_size 20 reflection 0 } } } #declare zahl=zahl+1; #end // --------------------------------------------------------------------------- // Kamera // --------------------------------------------------------------------------- #declare intervall = 3; // von der Kamera erfasster Bildausschnitt #declare winkel = -15 ; // Winkel der Kamera zur x-Achse (in Grad) #declare hoehe = 4 ; // Höhe (relativ) der Kamera über der x-z-Ebene camera { orthographic location <60*intervall*cos(winkel*pi/180), 5*hoehe*intervall, 60*intervall*sin(winkel*pi/180)> right x*4/3*2.7*intervall up y*2.7*intervall look_at <0.0, -intervall/10, 0.0> } // --------------------------------------------------------------------------- // Lichtquellen // --------------------------------------------------------------------------- light_source { <2.5*intervall, 2*intervall, -5*intervall> color rgb <1, 1, 1> } light_source { <0,10*intervall,2*intervall> color rgb <1, 1, 1> }