File:Fighting Lightsabres.jpg
Summary
Description |
Dansk: Tegning af et blåt og rødt lyssværd, der fægter. Kan bruges som et ikon.
English: Drawing of a red and a blue lightsaber fighting. Can be used as an icon.
Italiano: Immagine raffigurante due spade laser incrociate, una rossa e una blu. Può essere usata come icona |
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Date | |||
Source | Own work | ||
Author | Søren Peo Pedersen | ||
Permission (Reusing this file) |
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Other versions | Dueling lightsabers.svg |
POV-Ray code
Peo's version is made using the Persistence of Vision Raytracer, or "POV-Ray" for short. Use the code below to have this program render this image in any desired size/resolution:
global_settings {max_trace_level 10} #declare HandleMetal=texture {pigment {color rgb .5} // Metal for end finish {ambient .4 reflection .6 phong 1 metallic} // parts of handle } #macro Saber(BeamColor) // Renders one saber with specified beam color union { // Parts forming the handle: cone {<0,-4,0>,.05,<0,-3.9,0>,.17 texture {HandleMetal}} cylinder {<0,-3.9,0>,<0,-3.85,0>,.17 texture {HandleMetal}} cone {<0,-3.85,0>,.17,<0,-3.83,0>,.15 texture {HandleMetal}} cylinder {<0,-3.83,0>,<0,-2.3,0>,.15 pigment {color rgb .5} finish {ambient .4}} cone {<0,-2.3,0>,.17,<0,-2.28,0>,.15 open texture {HandleMetal}} cylinder {<0,-2.28,0>,<0,-2.26,0>,.17 open texture {HandleMetal}} cone {<0,-2.26,0>,.17,<0,-2.01,0>,.1 open texture {HandleMetal}} // The beam: cylinder {<0,-2,0>,<0,4,0>,1 pigment {color rgbt 1} hollow interior { media { intervals 10 samples 10,100 confidence 0.9 // Settings re- variance 1.0/128 ratio 0.9 // garding the "glowing" beam absorption rgb <1,1,1>-BeamColor method 3 density { cylindrical density_map { // Density: Most dense along [0 color rgb 0] // the axis, or "center", of [.4 color rgb .0625] // the beam; fading off at [.5 color rgb .125] // greater distances from the [.6 color rgb .25] // beam. [.7 color rgb .5] [.8 color rgb 1] [.9 color rgb 2] [1 color rgb 10] } // End of density_map } // End of density } // End of media } //end of interior } //end of "beam" cylinder } // End of entire saber definition: #end #declare Spotty=pigment { // Pattern for "spotty bumps // surroundings", to color_map { // make metals look [0 color rgb 0] // "really metallic". [1 color rgb 1] } scale .3 } sky_sphere {pigment { // Combine spotty pattern gradient z // with a neutral, white pigment_map { // background for the a- [0 Spotty] // rea the camera "sees". [.884 Spotty] [.884 color rgb 1] [1 color rgb 1] } translate -.5 scale 2 }} #object {Saber(<1,.3,.1>) rotate <0,0,-53>} #object {Saber(<.1,.3,1>) rotate <0,0,53>} camera { location <0,0,-5.5> look_at 0 } light_source {<-100,200,-150> color rgb 1} light_source {<200,150,100> color rgb 1}