// POV-Ray 3.6/3.7 Scene File "Round_Mace_Torus_demo_1.pov" // author: Friedrich A. Lohmueller, Aug-2012 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 conserve_energy}} //-------------------------------------------------------------------------- #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_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 0.50, -3.00> ; // front view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 35 ; #break #case (1) #declare Camera_Position = < -4.00, 2.57, -5.00> ; // diagonal view #declare Camera_Look_At = < 0.00, 0.57, 0.00> ; #declare Camera_Angle = 13 ; #break #case (2) #declare Camera_Position = < 5.00, 0.50, 0.00> ; // rigth side view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 25 ; #break #case (3) #declare Camera_Position = < 0.00, 3.00, -0.001> ; // top view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 40 ; #break #else #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #end // of "#switch ( Camera_Number )" -------------------------------- //--------------------------------------------------------------------- camera{ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------ //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.2 color rgb<0.24,0.34,0.56>*0.5]//~Navy [0.8 color rgb<0.24,0.34,0.56>*0.5]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 rotate<-50,0,0> } } // 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 -------------------------------- #declare Text_Rotate = < 0, 40,0>; 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 Text_Rotate scale 0.45 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", 0.45, 0 texture{Tex_Dark} rotate scale 0.45 translate <-0.35,AxisLenY+0.30,-0.05> rotate <0,Text_Rotate.y,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 Text_Rotate scale 0.45 translate <-0.45,0.4,AxisLenZ+0.0 > 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, 6, 4.5, Texture_A_Dark, Texture_A_Light) scale 0.2 translate <0,0,0> } //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //------------------------------------------------------------------------- #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 ---------------------------- //-------------------------------------------------------------------------- //----------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// #include "Round_Mace_Torus.inc" //-------------------------------------------------------------------------------------// object{ Round_Mace_Torus ( 0.50, // R_main, // mace top radius (r_major) 0.05, // R_Border, // border radius (r_minor) 0.60, // H_main, // height y of main circle center 0.25, // R_base, // basic half width in x of the mace >= border radius and < mace top radius 1 , // Shape_filled_On, // 0 = non, 1 = filled 0 // Merge_On - for transparent materials ) // -------------------------------------------------------// texture { pigment{ color rgb< 1, 1, 1>} finish { phong 1 reflection 0.00} } // end of texture /* material{ //----------------------------------------------------------- texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.69> } finish { diffuse 0.1 reflection 0.1 specular 0.8 roughness 0.0003 phong 0.5 phong_size 400} } // end of texture ------------------------------------------- interior{ ior 1.5 caustics 0.5 } // end of interior ------------------------------------------ } // end of material ---------------------------------------------------- */ scale<1,1,1> rotate<0,0,0> translate<0,0,0> } // end of object ----------------------------------- //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------//