//Text Demo // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions camera { location <0.0 , 0.1 ,-3.5> look_at <0.0 , 0.5 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <0, 1, -5> } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color // nLightsWide mLightsHigh area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light translate <40, 80, -40> // position of light } // create a TrueType text shape text { ttf // font type (only TrueType format for now) "crystal.ttf", // Microsoft Windows-format TrueType font file name "N351", // the string to create 0.5, // the extrusion depth <-.1, 0, 0> // inter-character spacing texture { PinkAlabaster } // end texture scale 3 translate <-2.3, 0, 0> } // end text //reflective flooring // An infinite planar surface // plane {, D } where: A*x + B*y + C*z = D plane { y, // unit surface normal, vector points "away from surface" 0.0 // distance from the origin in the direction of the surface normal texture { pigment { color Green } // end pigment normal { bumps 1 scale 0.1 } // end normal finish { phong .7 } // end finish } // end texture } // Create an infinite sphere around scene and allow any texture on it sky_sphere { pigment { Bright_Blue_Sky } }