// PoVRay 3.7 Scene File "House_50_0demo.pov" // author: Friedrich A. Lohmueller, Feb-2007/Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 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_0 = camera{/*ultra_wide_angle*/ angle 46 // front view location <0.0 , 2.25 ,-5.0> right x*image_width/image_height look_at <0.0 , 1.25 , 0.0>} #declare Camera_1 = camera{/*ultra_wide_angle*/ angle 56 // diagonal view location <10.0 , 2.05 ,-3.0> right x*image_width/image_height look_at <0.5 , 1.35 , 4.35>} #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{<2000,1500,-2500> color White*0.8} // sun light_source{<10.0 , 2.05 ,-3.0> color White*0.2} // flash light // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.55 rgb <0.20, 0.20, 1.0>*0.9] [0.65 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.00 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 1,0,2> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 100 color White fog_offset 0.1 fog_alt 2 turbulence 1.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //----------------------------------------------------------------------------- textures #declare Wall_Texture_Outside = texture { pigment{ color rgb< 1, 0.87, 0.55>*1.0} normal { pigment_pattern{ gradient y scallop_wave color_map {[0, rgb 0.8] [0.975, rgb 0.8] [1, rgb 0.2]} scale 0.10} 0.3 translate<0,-0.16,0>} finish { phong 0.1} } // end of texture //-------------------------------------------------------- #declare Wall_Texture_Inside = texture { pigment{ color White*1.0} finish { phong 1} } // end of texture //-------------------------------------------------------- #declare Roof_Texture = // layered texture!!! texture { pigment{ color rgb<1,1,1>*0.65} //Scarlet*1.3 normal { gradient z scallop_wave scale<1,1,0.10>} finish { phong 1} } // end of texture texture { pigment{ gradient x color_map{[0.00 color Clear] [0.90 color Clear] [0.95 color White*0.1] [1.00 color White*0.1]} scale 0.25} finish { phong 1} } // end of texture //-------------------------------------------------------- #declare Window_Texture = texture{ pigment{ color White*1.2} finish { phong 0.1}} //-------------------------------------------------------- #declare Base_Texture = //texture{Wall_Texture_Outside} texture{ pigment{ brick color rgb< 0.75, 0.7, 0.60>*0.35 // color mortar color rgb< 0.75, 0.7, 0.60>*0.70 // color brick brick_size <0.25, 0.05, 0.25> // format in x ,y and z- direction mortar 0.0125 // size of the mortar scale 1.25 } // end of pigment normal {wrinkles 0.75 scale 0.01} finish {ambient 0.15 diffuse 0.95 phong 0.2} rotate<0,0,0> translate< 0.00, 0.00, 0.00> } // end of texture //-------------------------------------------------------- #declare Veranda_Texture = texture { pigment{ color rgb< 1, 1, 1>*1.0} normal { pigment_pattern{ gradient x scallop_wave color_map {[0, rgb 0.8] [0.975, rgb 0.8] [1, rgb 0.2]} scale 0.15} 0.3 translate<-0.16,0,0>} finish { phong 0.0} } // end of texture //-------------------------------------------------------- #declare Veranda_Beam_Texture1 = //texture{Wall_Texture_Outside} texture{ pigment{ color rgb< 1, 1, 1>*1.15} finish { phong 0.0}} #declare Veranda_Beam_Texture2 = //texture{Wall_Texture_Outside} texture{ pigment{ color rgb< 1, 1, 1>*1.05} finish { phong 0.0}} //-------------------------------------------------------- //---------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #include "House_50_0.inc" //-------------------------------------------------------------------------------------// object{ House_50_0( 4.00, // Half_House_Width_X, // >= 3.00 9.00, // Total_House_Width_Z,// >= 4.00 3.90, // House_Height_Y, // >= 3.50 15, // Roof___Angle, // ca. 10 ~ 60 degrees, adapt House_Height_Y ! // door and windows open/closed 0.7, //Window_Open_Frontside_1, left: 0=closed ~ 1=open 0.7, //Window_Open_Frontside_2,middle: 0=closed ~ 1=open 0.3, //Window_Open_Frontside_3, right: 0=closed ~ 1=open 0.2, //Window_Open_Backside_1, left: 0=closed ~ 1=open 0.0, //Window_Open_Backside_2,middle: 0=closed ~ 1=open 0.0, //Window_Open_Backside_3, right: 0=closed ~ 1=open 0.7, //Window_Open_RightSide_1, back: 0=closed ~ 1=open 0.5, //Door_Open___Rightside_2,middle: 0=closed ~ 1=open 0.0, //Window_Open_RightSide_3,front: 0=closed ~ 1=open 0.3, //Window_Open_LeftSide_1, back: 0=closed ~ 1=open 1.0, //Window_Open_LeftSide_2,middle: 0=closed ~ 1=open 1.0, //Window_Open_LeftSide_3, front: 0=closed ~ 1=open // textures Wall_Texture_Outside , Wall_Texture_Inside , Window_Texture , Roof_Texture , Base_Texture , Veranda_Texture , Veranda_Beam_Texture1 , Veranda_Beam_Texture2 ) //----------------------------------------------------------------// scale <1,1,1>*1 rotate<0, 0,0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------