//Delete the Default light sources & then copy this file into the start// //of the POV RAY script// #declare AMB = 0; #declare DIF = 0.8; global_settings { assumed_gamma 1.8 ambient_light 0 max_trace_level 25 adc_bailout 1/150 radiosity { pretrace_start 0.08 pretrace_end 0.01 count 300 error_bound 0.1 recursion_limit 1 } } #declare fin = finish { ambient 0 diffuse 1 reflection {0.025,.7 falloff 4} brilliance 1.2 } #declare Color0 = // Black material { texture { pigment {rgb 0.08} finish {fin} } } #declare Color1 = // Blue material { texture { pigment {rgb <0.02,0.2,0.6>} } } #declare Color2 = // Green material { texture { pigment {rgb <0.015,0.3,0.065>} finish {fin} } } #declare Color3 = // Dark-Cyan material { texture { pigment {rgb <0,0.5,0.5>} finish {fin} } } #declare Color4 = // Red material { texture { pigment {rgb <0.5,0.03,0>} finish {fin} } } #declare Color5 = // Magenta material { texture { pigment {rgb <1,0,0.9>} finish {fin} } } #declare Color6 = // Brown material { texture { pigment {rgb <0.23,0.08,0>} finish {fin} } } #declare Color7 = // Light-Grey material { texture { pigment {rgb <0.30,0.30,0.30>} finish {fin} } } #declare Color8 = // Dark-Grey material { texture { pigment {rgb <0.195,0.19,0.15>} finish {fin} } } #declare Color9 = // Light-Blue material { texture { pigment {rgb <0.45,0.55,0.975>} finish {fin} } } #declare Color10 = // Light-Green material { texture { pigment {rgb <0.2,1,0.4>} finish {fin} } } #declare Color11 = // Cyan material { texture { pigment {rgb <0,1,1>} finish {fin} } } #declare Color12 = // Light-Red material { texture { pigment {rgb <1,0.4,0.4>} finish {fin} } } #declare Color13 = // Pink material { texture { pigment {rgb <1,0.5,0.8>} finish {fin} } } #declare Color14 = // Yellow material { texture { pigment {rgb <0.85,0.70,0>} finish {fin} } } #declare Color15 = // White material { texture { pigment {rgb <0.975,0.975,0.90>} finish {fin} } } light_source { 0*x // light's position (translated below) color rgb 1.5 // light's color area_light <40, 0, 0> <10, 0, 8> // lights spread out across this distance (x * z) 10, 8 // total number of lights in grid (4x*4z = 16 lights) adaptive 3 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <0,-832,0> // position of light }