SBT-raytracer 1.0 /* Devon Kim CSE 457 My scene uses: Texture-mapped squares (boxes were done in the code, but I didn't really think of a use for them in my scene) Transparent surfaces with some reflections. There is actually 4 spheres, but half the room is dark yet reflects the rays reflected from the main 4 spheres in the middle of the room. It's sort of like "black mirrors" that they use for some weird effects in horror movies I suppose. The semi-transparent 3-spheres are reflecting from the water texture, but they reflect colors non-uniformly. All I did was set the specular properties to non-uniform values. */ camera{ position = (-15,2.8,3); viewdir = (1.0,0.0,0.0); aspectratio = 1; updir = (0,1,0); } point_light { position = (5.5,8.0,8.5); colour = (.8,.8,0.2); } point_light { position = (-5.5,0.0,2.5); colour = (.8,.8,1); } point_light { position = (0.5,5.0,0.5); colour = (.8,.8,1); } directional_light { direction = (0,0,1); color = (1,1,1); } translate(-8,3,0, scale(0.8, sphere{ material = { diffuse = (0.3,0.2,1); specular = (1.0,0.0,0); transmissive = (0.3,0.3,0.3); shininess = 160.5; } } )) translate(-5,2,0, scale(1.3, sphere{ material = { diffuse = (0.3,0.2,1); specular = (1.0,0.0,0); transmissive = (0.3,0.3,0.3); shininess = 160.5; } } )) translate(-5,4,0, scale(1.3, sphere{ material = { diffuse = (0.3,0.2,1); specular = (1.0,0.0,0); transmissive = (0.3,0.3,0.3); shininess = 100.5; } } )) translate( 0,0,6, scale(20, rotate(1,0,0,3.1415, square{ material = { diffuse = map("water.bmp"); specular = (0.8,0.8,0.8); shininess = 110.0; }}))) translate(0,-3.5,3, scale(20, rotate(1,0,0,-1.57, square { material = { //diffuse = map("water.bmp"); specular = (0.8,0.8,0.8); shininess = 100.0; }}))) translate(0.5,0,0, scale(20, rotate(0,1,0,1.57, square { material = { //diffuse = map("water.bmp"); specular = (0.8,0.8,0.8); shininess = 100.0; }}))) translate (0,0,2, scale(2, sphere{ material = { specular = (1.0,0.5,1.0); reflective = (0.7,0.7,0.7); transmissive = (0.2,0.2,0.2); diffuse = (0.3,0.2,0.8); shininess = 255.0; } } ) )