// PoVRay 3.7 Scene File "Light_Sword_1.pov" // author: Friedrich A. Lohmueller, Oct-2008/Aug-2009 / Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.7; global_settings{assumed_gamma 1.0} #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 65 // diagonal view location < 0.00, 0.50,-1.00> right x*image_width/image_height look_at < 0.00, 0.50, 0.00> } camera{Camera_1} // sun --------------------------------------------------------------------- #local Sky_Dimmer = 0.25; light_source{<1500,2500,-2500> color White*0.9*Sky_Dimmer media_interaction off} // sun light light_source{<0.00,0.50,-1.00> color rgb<0.9,0.9,1>*0.1*Sky_Dimmer media_interaction off} // flash light // sky --------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <1.0,1.0,1.0>*Sky_Dimmer] [0.30 rgb <0.0,0.1,1.0>*Sky_Dimmer] [0.70 rgb <0.0,0.1,1.0>*Sky_Dimmer] [1.00 rgb <1.0,1.0,1.0>*Sky_Dimmer] } scale 2 } // end of pigment } //end of skysphere // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White*Sky_Dimmer fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane{ <0,1,0>, 0 texture{ pigment{ color rgb <1.00,0.95,0.8>} normal { bumps 0.75 scale 0.025 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // --------------------------------------------------------------- Light_Sword macro // --------------------------------------------------------------------------------- #macro Light_Sword( Blade_Length, Handle_Len, Aura_R, // Center_R, // Handle_R, // Aura_Color, // Center_Color, // Shining_Color // ) // --------------------------------------------------------------------------------- #local D = 0.01; #local LS_Len = Blade_Length; // --------------------------------------------------------------------------------- #ifndef( Handle_Texture ) #declare Handle_Texture = texture{ pigment{ color rgb< 1, 1, 1>*0.15 } // color Gray15 normal { bumps 0.5 scale 0.05 } finish { phong 1 } } // end of texture #end // --------------------------------------------------------------------------------- // containers for media, using Merge_ON=1 #local Blade_Aura = object{ Round_Cylinder(<0,0,0>, <0,Blade_Length,0>,Aura_R+Center_R , Aura_R-D, 1) } // ------------------------------------------------------------------------ #local Blade_Center = // uses Merge_ON object{ Round_Cylinder(<0,0,0>, <0,Blade_Length-Aura_R,0>,Center_R ,Center_R-D, 1) } // ------------------------------------------------------------------------ // --------------------------------------------------------------------------------- union{ light_source{ <0, 0, 0> color rgb Shining_Color area_light <0, 0.1, 0> <0, 0.9, 0> // 1, 5 // } //------------------------------------ object{ Blade_Center pigment{ color rgbf<1,1,1,1>} //color Clear hollow interior{ media{ emission Center_Color }} } //------------------------------------------ object{ Blade_Aura pigment{ color rgbf<1,1,1,1>} //color Clear hollow interior{ media{ emission Aura_Color }} } //------------------------------------------ // Handle union{ object{ Round_Cylinder(<0,-Handle_Len,0>, <0,Center_R,0>,Handle_R ,Handle_R/3, 0)} torus{ Handle_R,Handle_R/4 translate<0,0,0> } texture{ Handle_Texture } } // end Handle translate<0,Handle_Len/2,0> } // end of union #end // --------------------------------------------------------------- end of macro // --------------------------------------------------------------------------------- // --------------------------------------------------------------------------------- // ---------------------------------------------------------- // ---------------------------------------------------------- object{ Light_Sword( 1.0, // Blade_Length, 0.15, // Handle_Len, 0.04, // Aura_R, 0.02, // Center_R, 0.025, // Handle_R, <1.0,0.3,0.8>*1.5, // Aura_Color, <1.0,0.1,0.5>*7 , // Center_Color, <0.5,0.0,0.3>*0.75 // Shining_Color ) // -------------------------------- scale<1,1,1> rotate<0,0,-50> translate<-0.30,0.20,0> } // end of object "Light_Sword" -------------------- // ---------------------------------------------------------- // ----------------------------------------------------------