a second example; here, i tried using the alpha channel for storing
the depth, so i could use the color normally.
as you may notice,
the resulting stereogram is not
quite correct... - if you know how i could fix this without removing
the coloring, i'd be glad to know!
the source (note: this has to
be rendered with the output_alpha=on/+UA option):
// pa05.pov
// from pa04.pov
// Sa 20030111
//
// further SIRDS
//
camera {
#declare cam = < 0.5, 0, -15>;
#declare vp = < 0.5, 0, 0>;
location cam
look_at vp
angle 60
}
#default {
texture {
pigment {
gradient z ramp_wave
color_map {
// from close (0, black) to far (1, white)
[ 0 color rgbft <0,0,0,0,0> ]
[ 1 color rgbft <1,1,1,0,1> ]
}
scale 8.002 translate -.001*z
}
finish {
ambient 1 diffuse 0
specular 0 phong 0
}
}
}
intersection {
union {
// backdrop
sphere {
0, 8 inverse
texture {}
texture {
pigment { color rgbft <1,0,1, 1,0> }
}
}
// object
box {
-2.5, 2.5
rotate <20+clock*20, 50+clock*30, 0>
translate 4*z
texture {}
texture {
pigment { color rgbft <0,1,1, 1,0> }
}
}
}
// front - cuts sphere in half
plane { -z, 0 }
}