// PoVRay 3.6/3.7 Scene File "for_loop_linear_0.pov" // Author: Friedrich A. Lohmueller, August-2010 //------------------------------------------------------------------------ #if ( version < 3.7 ) global_settings{ assumed_gamma 1.0 } #end #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" //------------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 16 // diagonal view location <20.0 , 12.0 ,-20.0> right x*image_width/image_height look_at <2.5 , 2 , 2.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<-1500,2500,-1500> color White} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen,0>,<0,AxisLen,0>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //------------------------------------------------------------------------ #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes -------------------------------- union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} rotate<10,-45,0> scale 0.75 translate no_shadow} #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark} rotate<10,0,0> scale 0.75 translate <-0.55,AxisLenY+0.20,-0.10> rotate<0,-45,0> no_shadow} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark} rotate<10,-45,0> scale 0.75 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow } #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.5, 4.0, 13, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.045; #declare RasterHalfLineZ = 0.045; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.6] [1.000 color rgbt<1,1,1,0>*0.6]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #declare MyObject = union{ cone{ <0,0,0>, 0.50, <0,3,0>, 0.4 } torus{ 0.50, 0.075 translate<0, 0.075,0>} torus{ 0.40, 0.075 translate<0,3-0.075,0>} texture{ pigment{ color rgb<0.9,0.84,0.80>} normal { bumps 0.6 scale 0.005} finish { phong 1} } scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // --------------------------------------- //-------------------------------------------------- // "#for" need POV-Ray version 3.7 beta 38 or higher union{ //------------------------------------------- //#for(Identifier, Start, End [, Step]) #for (Nr, 0, 5, 1) object{ MyObject translate< 0, 0, Nr*2 >} #end // --------------- end of #for loop rotate<0,0,0> translate<0,0,0> } // end of union -------------------------- /* union{ //----------------------------------- #local Var = 0; // start #local End = 10; // end // while loop #while ( Var<= End ) object{ MyObject translate< 0, 0, Nr*2 >} #local Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,0,0> } // end of union -------------------------- */ //--------------------------------------------------------------------------