Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Geometric Shapes in POV-Ray
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Home
- POV-Ray Tutorial
 
Geometric Shapes
   Overview
Basic Shapes
Shapes by macro + CSG
Shapes in "shapes3.inc"
Other Shapes by macros
3D text shapes

Other Shapes
  - blob
  - sphere_sweep
  - julia_fractal
  - Regulare Polyhedron
  - Paraboloid, Hyperboloid
  - Polynomial equations
  ->Cubic & Quartic shapes
  - Parametric shapes

Non CSG Shapes
height_field + HF macros
Isosurfaces
                                   

Cubic & Quartic shapes from the include file "shapesq.inc",
an include file by Alexander Enzmann

Before you can use the following geometric shapes the include file must be inserted in the scenery description file by:
#include "shapesq.inc"
For POV-Ray for Windows there are also Insert Menu items for these shapes available in my "Insert Menu Add-on".

Glob_5

object{ Glob_5 //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.9,.7>}
           finish { phong 1}
               }
        rotate <0,0,-90>
        scale <1,1,1>
        translate <0,1,0>
       } // ------------- end of object

Twin_Glob

object{ Twin_Glob //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        rotate <0,0,0>
        scale <1,1,1>
        translate <0,1,0>
       } // ------------- end of object
Sinsurf

object{ Sinsurf //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        rotate <0,0,0>
        scale <-1,1,1>
        translate <1,0,0>
       } // ------------- end of object
 Bicorn

object{ Bicorn //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        scale 1.25
        rotate <0,0,0>
        translate <0,0.05,0>
       } // ------------- end of object
Crossed_Trough

object{ Crossed_Trough //------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        scale 2
        rotate <0,0,90>
        rotate <0,0,90>
        translate <0,0,0>
       } // ------------- end of object
Cubic_Cylinder

object{ Cubic_Cylinder //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale < 1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Cubic_Saddle_1

object{ Cubic_Saddle_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale < 1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Devils_Curve

object{ Devils_Curve //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale <1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Folium

object{ Folium //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <-1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Helix

object{ Helix //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Helix_1

object{ Helix_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Hyperbolic_Torus_40_12

object{ Hyperbolic_Torus_40_12 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*0.1
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Lemniscate

object{ Lemniscate //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*1.5
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Quartic_Loop_1

object{ Quartic_Loop_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <-1,0,0>
       } // ------------- end of object
Monkey_Saddle
intersection{ //-------------------------
  cylinder{<0,-1,0>,<0,1,0>,1}
  object{ Monkey_Saddle //------------
          sturm
          scale 0.50 rotate< 0,180,0>
          rotate<-90,0,0>
        }
  scale <2,1,2>
  texture{pigment{color rgb<1,1,1>}
          finish {phong 1}}
} // ----------- end of inters.
Parabolic_Torus_40_12

object{ Parabolic_Torus_40_12  //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*0.1
        rotate <0,180,0>
        translate <0,0,0>
       } // ------------- end of object
Piriform

object{ Piriform //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*2
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Quartic_Paraboloid
object{ Quartic_Paraboloid //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<-90,0,0>
        clipped_by {sphere {<0,0, 5≶,7 }}
        scale <1,1,1>*0.25
        translate <0,0,0>
       } // ------------- end of object
Quartic_Cylinder

object{ Quartic_Cylinder //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,1,1>
        translate <0,0,0>
       } // ------------- end of object
Steiner_Surface

object{ Steiner_Surface //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,1,1>*2
        translate <0,0,0>
       } // ------------- end of object
Witch_Hat

object{ Witch_Hat //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,-1,1>
        translate <0,0,0>
       } // ------------- end of object

© Friedrich A. Lohmüller, 2007
www.f-lohmueller.de
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