// POV-Ray 3.6 / 3.7 Scene File "Tube_2_Tube_demo.pov" // author: Friedrich A. Lohmueller, Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.0 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_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 2 ; //--------------------------- //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 1.00,-10.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Position = < 4.00, 3.00,-3.500> ; // front view #declare Camera_Look_At = < 0.80, 0.45, 0.00> ; #declare Camera_Angle = 40 ; #break #case (2) #declare Camera_Position = < 4.00, 3.00,-3.500> ; // front view #declare Camera_Look_At = < 0.80, 0.45, -1.00> ; #declare Camera_Angle = 55 ; #break #else #declare Camera_Position = < 0.00, 1.00,-10.00> ; // 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{<300, 1500,-2500> color White*0.8} // sun light_source{ Camera_Position color rgb<0.9,0.9,1>*0.2} // flash light // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.24,0.34,0.56>*0.6]//~Navy [0.6 color rgb<0.24,0.34,0.56>*0.6]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 rotate<-40,0,-20> } } // 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} scale 0.5 translate } #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} scale 0.5 translate <-0.75,AxisLenY-0.30,-0.10>} #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} scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10>} #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( 4.5, 2.55, 8, Texture_A_Dark, Texture_A_Light) scale 0.5} //-------------------------------------------------- end of coordinate axes /* // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.50; #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 ---------------------------- //-------------------------------------------------------------------------- #local D = 0.00001; // -------------------------------------------------------------------- // -------------------------------------------------------------------- #include "Tube_2_Tube.inc" // -------------------------------------------------------------------- #declare R1 = 1.00; #declare R2 = 0.30; #declare Len = 1.50; #declare End_Center_Y= 0.60; #declare End_Center_Z= 0.80; // -------------------------------------------------------------------- object{ Tube_2_Tube ( R1 , // Radius_1_, R2, // Radius_2_, Len, // Length_, [1->1000;2->500] End_Center_Y, // End_Center_Y_, End_Center_Z, // End_Center_Z_, 1, // Accuracy, // >= 1 0, // Merge_On ) ) //------------------------------------------- texture { pigment{ color rgb< 1,1,1>*1.2}// 0.75, 1.0, 0.0> } // yellow lemon // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture scale<1,1,1> rotate<0, 00,0> translate< 0, 0.0, 0> } // ------------------------------------------------------------ cylinder{ <0,0,0>,< +0.5,0,0>, R2 translate pigment{ color rgbt< 1,1,1,0.7>*1.0}} cylinder{ <-1,0,0>,<0,0,0>, R1 pigment{ color rgbt< 1,1,1,0.7>*1.0}} // -------------------------------------------------------------------- //------------------------------------------------------------------------------------ //------------------------------------------------- macro "Vector(Start,End,Radius)"! #macro Vector(P_start,P_end, R_Vector) union{ cylinder{ P_start, P_end - ( vnormalize(P_end - P_start)*9.5*R_Vector), R_Vector } cone { P_end - ( vnormalize(P_end - P_start)*10*R_Vector), 3*R_Vector, P_end, 0 } }// end of union #end //------------------------------------------------------------------ end of macro //------------------------------------------------------------------------------------ #declare A = ; #declare B = ; #declare C = ; //------------------------------------------------------------------------------------ object{ Vector( A,B, 0.02) pigment{ color rgb<0.5,0.2,1.0> } } object{ Vector( B,C, 0.02) pigment{ color rgb<0.5,0.9,0.0> } } //------------------------------------------------------------------------------------ #declare R1 = 0.15; #declare R2 = 0.40; #declare Len = 0.50; #declare End_Center_Y= 0.00; #declare End_Center_Z= 1.50; // -------------------------------------------------------------------- union{ object{ Tube_2_Tube ( R1 , // Radius_1_, R2, // Radius_2_, Len, // Length_, [ >0.5; 1->1500;2->500] End_Center_Y, // End_Center_Y_, End_Center_Z, // End_Center_Z_, 1, // Accuracy, // >= 1 0, // Merge_On ) ) //------------------------------------------- texture { pigment{ color rgb< 1,1,1>*1.2}// 0.75, 1.0, 0.0> } // yellow lemon // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,0> } // ------------------------------------------------------------ cylinder{ <-D,0,0>,<+0.5,0,0>, R2 translate pigment{ color rgbt< 1,1,1,0.7>*1.0}} cylinder{ <-1,0,0>,< D,0,0>, R1 pigment{ color rgbt< 1,1,1,0.7>*1.0}} // -------------------------------------------------------------------- rotate<0,0, 90> rotate<0,-30,0> translate< 0, 0.0, -3> }// end of union #declare R1 = 0.50; #declare R2 = 0.20; #declare Len = 0.70; #declare End_Center_Y= 0.00; #declare End_Center_Z= 0.00; // -------------------------------------------------------------------- union{ object{ Tube_2_Tube ( R1 , // Radius_1_, R2, // Radius_2_, Len, // Length_, [1->1500;2->500] End_Center_Y, // End_Center_Y_, End_Center_Z, // End_Center_Z_, 1, // Accuracy, // >= 1 0, // Merge_On ) ) //------------------------------------------- texture { pigment{ color rgb< 1,1,1>*1.2}// 0.75, 1.0, 0.0> } // yellow lemon // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,0> } // ------------------------------------------------------------ cylinder{ <-D,0,0>,<+0.5,0,0>, R2 translate pigment{ color rgbt< 1,1,1,0.7>*1.0}} cylinder{ <-1,0,0>,< D,0,0>, R1 pigment{ color rgbt< 1,1,1,0.7>*1.0}} // -------------------------------------------------------------------- rotate<0,0,0> translate< 0,-1, -1.5> }// end of union // -------------------------------------------------------------------- // --------------------------------------------------------------------