Please give me a custom example code of a complex PovRay Pro
Please give me a custom example code of a complex PovRay Program that creates complex images
Solution
// This is a realistic 3-D graphic image
 // The following are some simple include files for predefined items
 #include \"colors.inc\"
 #include \"shapes.inc\"
 #include \"textures.inc\"
 // A. First Essential Feature: The CAMERA to take the picture
 camera {
 location <3, 12, -17> // Camera location: x,y,x coordinates in three-space
 look_at <0, 5, -2>     // Direction of view in three-space
}
// B. Second Essential Feature: The LIGHT SOURCE
 light_source {
 <-50,50,-30> // Location is behind the viewer, high, and to the left
 color rgb <1.5, 1.5, 1.5> // This is a BRIGHT white light
 }
// C. Third Essential Feature - The OBJECTS in three-space
// Object #1 - A checkerboard floor or plane
 plane {
 y, 0 // along the x-z plane (y is the normal vector)
 pigment { checker color Black color White } // checkered pattern
 finish {
       ambient 0.2 // How much light is scattered from nearby objects
       diffuse 0.8 // How much light comes from the direct source
       }
 scale 2 // Enlarge the basic checker pattern by a factor of two
 }
 // Object #2 - A shiny red sphere
 sphere {
 <1.0, 6.0, 3.7>, 5 // The <origin> of the sphere and it\'s radius
 pigment {
       color rgbf <1, 0, 0, 0> // Red, Green, Blue and Filter (transparency)
       }
 finish {
       phong 0.8 // The shiny highlight
       reflection 0.8 // How much light bounces off the object
       }
 }
// Objetct #3 - A moderatley shiny yellow box
 box {
 <-1, 0, -3> <-5, 8, -7> // Two corners of the box
 texture{
 pigment {
       marble
       color_map {
           [0.0 color rgbf <1, 1, 0.2, 0.0>]
           [1.0 color rgbf <1, 1, 0.8, 0.0>]
          }
       turbulence 1.5 lambda 1.5 omega 0.75 octaves 8
       }
 normal {bumps 0.2 scale 0.2}
 finish {
       phong 0.8
       reflection 0.2
       ambient 0.15
       diffuse 0.75
       }
 }
 }
// Object #4 - A transparent blue torus (A torus is defined about the origin)
 torus {2.5, 0.8 // Major radius (basic size) and minor radius (cross section)
 pigment {color rgbf <0.2, 0.2, 1.0, 0.8>}// Strong blue and transparent
 finish {
       phong 1.0    // Highlight
       reflection 0.5   // Shiny surface
       refraction 1.2   // Properties of light passing through object
       ior 1.8       // Index of refraction
       }
 translate <-1.2, 5.5, -6.8> // Move the torus away from the origin
 }
// Object #5 - A cone with a portion removed
 difference{
cone { < -9, 0, 2>, 4, // Center of base and radius
          <-9, 11, 2>, 0 // Center of top and radius
        }
 sphere {<-9.1, 8, 1.4>, 1.2} // This sphere is removed from the cone
   
 pigment {color rgbf <0.0, 0.6, 0.0, 0.0>} // Dark green
 finish {
       phong 1.0
       reflection 0.2
      }
 }
//Object #6 - A blob
 blob {
 threshold 0.1 // Factor relating to how spheres merge
 component 1.0, 1.8, < 5, 5, -4> // Sphere #1 strength, radius, and location
 component 1.0, 1.0, <6.5, 5.5, -3> // Smaller sphere #2
 component 1.0, 1.0, <6.5, 5.5, -5> // Smaller sphere #3
 pigment {
       image_map{       // Wrap an image around object instead of color
        gif \"azalea3.gif\"   // Targa file and name
       map_type 0       // Typr of wrapping
       interpolate 2    // Boundary type between colors
       }
 //      turbulence 0.7       // Mess up pattern with turbulence
       scale 3           // Enlarge covering image
    rotate <8,-3,0>
       }
 finish {
       phong 0.2           // Give modest high light
       //reflection 0.1       // Minor reflective properties
       }
 }


