/* * subs.ray - input file for RayShade v4.0.x * * Menacing creatures of the deep... * * Stuart Warmink, 2/1993 * sw@groucho.att.com * * Feel free to use and/or distribute for non-commercial purposes as long * as this header remains with the file. * * Sharks adapted from "jaws.ray"; copyright (c) 1989 Xavier Bouquin * Note: use the "-f" option to flip all triangle normals! */ #include "sub.h" #include "jaws.def.ray" surface water ambient 0.5 0.7 0.9 /* simulates sky beyond */ specular 1 1 0.3 /* trying to keep the sparkles white! */ specpow 100 reflect 0.5 transp 1 surface dark_grey ambient 0.2 0.2 0.2 diffuse 0.2 0.2 0.3 surface light_grey ambient 0.4 0.4 0.4 diffuse 0.4 0.4 0.4 object dark_grey sub rotate 0 1 0 3 rotate 1 0 0 -6 translate 2.7 0 -3 name shark object jaws translate 10000 8500 -15000 rotate 0 0 1 180 scale 0.00001 0.00001 0.00001 /* results in "unit" shark :-) */ object light_grey shark scale 0.6 0.6 0.6 rotate 0 0 1 -20 rotate 0 1 0 -7 translate 4 -1.7 -0.7 object light_grey shark scale 0.9 0.9 0.9 rotate 0 0 1 15 rotate 0 1 0 10 rotate 1 0 0 -20 translate 7 2.5 -2.8 plane water 0 0 0 0 0 1 /* to create "caustics" */ texture sky 0.75 0.5 2.0 6 0.56 0.36 scale 0.1 .32 1 /* two scales of wave action */ texture bump 0.3 scale 1 3.5 1 texture bump 0.5 scale 0.025 0.1 1 /* dark blue background */ background 0 0 0.35 /* even deeper blue water colour */ atmosphere 1.326 mist 0 0 0.3 20 20 20 0 -200 /* sky? */ /* plane ambient 0.8 1.0 1.0 transp 1 0 0 100 0 0 1 */ eyep 24 16 -3 lookp 1.7 0 -2 fov 24 screen 800 600 sample 3 aperture 0.15 focaldist 21.5 /* focus on nearest shark */ /* simulates glow of sunlight through water */ light 2.5 3.5 4.5 area 11 6 -0.2 -11 6 -0.2 5 /* changed from sub */ 11 -6 -0.2 3 /* changed from sub */ /* a little "ambient" lighting */ light 0.3 0.5 0.8 point 24 16 -3 /* to create the "caustics" */ light 1.5 1.7 1.2 point 1000 2000 3000