// POV-Ray 3.7 Scene File "povloopm.pov" // author: Friedrich A. Lohmueller, Jan-2014 // 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" //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 1.00,-13.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00 , 0.0> ; #declare Camera_Angle = 45 ; #break #case (1) #declare Camera_Location = < 5.00, 6.00,-8.00> ; // diagonal view #declare Camera_Look_At = < 0.9 , 0.3 , 0.0>; #declare Camera_Angle = 50 ; #break #case (2) #declare Camera_Location = <10.00, 1.00, 0.00> ; // right side view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 50 ; #break #case (3) #declare Camera_Location = < 0.00,12.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 50 ; #break #else #declare Camera_Location = < 0.00, 1.00,-13.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00 , 0.0> ; #declare Camera_Angle = 45 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //-------------------------------------------------------------------------- // sun --------------------------------------------------------------------- light_source{< 1800,2500, -2500> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless} // flash // sky --------------------------------------------------------------------- sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> color_map{[0.0 color rgb<1,0.67,0>] [0.3 color rgb<1,0.67,0>] [0.5 color rgb<1,1,1>] [0.7 color rgb<1,0.67,0>] [1.0 color rgb<1,0.67,0>]} quick_color rgb<1,1,1> scale 2 translate<0,-1,0> } finish {ambient 1 diffuse 0} } scale 10000} // ------------------------------------------------------------------------- // ------------------------------------------------------------------------- // ground ------------------------------------------------------------------ //-------------------------------------------------------------------------- /* //----------------------------------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1 ; #declare RasterHalfLine = 0.065 ; #declare RasterHalfLineZ = 0.065 ; //-------------------------------------------------------------------------- #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>} texture { Raster(10*RasterScale,0.2*RasterHalfLine ) rotate<0,0,0> } texture { Raster(10*RasterScale,0.2*RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ */ //-------------------------------------------------------------------------- //------------------------------ the Axes ---------------------------------- start coordinate 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<20,-15,0> scale 0.65 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<20,0,0> scale 0.65 translate <-0.55,AxisLenY+0.20,-0.10> rotate<0,-15,0> 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<20,-15,0> scale 0.8 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<0.5,0,0.25>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4.9, 2.5, 6.5, Texture_A_Dark, Texture_A_Light) scale 1 } //---------------------------------------------------------------------------- end of coordinate axes //---------------------------------------------------------------------------- //---------------------------- objects in scene ------------------------------ //---------------------------------------------------------------------------- //---------------------------------------------------------------------- //---------------------------------------------------------------------- #declare Profile_R = 0.1; #declare Profile_H = 0.75; #declare Profile = union{ sphere {<0,0,0>,Profile_R translate<0, Profile_H,0>} cylinder{<0,-Profile_H,0>,<0, Profile_H,0>,Profile_R } sphere {<0,0,0>,Profile_R translate<0,-Profile_H,0>} texture{ pigment{ color rgb<0.65,0.35,0.85>} finish { phong 1}}} //--------------------------------------------------------- #declare R_major = 3.00; #declare N_major = 0.5; #declare N_minor = 2500; //--------------------------------------------------------- #declare Nr = 0; // start #declare EndNr = N_major*N_minor; // end #while (Nr< EndNr) // loop object{Profile rotate<0,0,Nr * 360/N_minor> translate rotate<0,Nr * 360/EndNr,0> } //------------------------ #declare Nr = Nr + 1; // next Nr #end // --------------------------// end of loop //------------------------------------------------------------------- end