// PoVRay 3.7 Scene File "Winding_Stair_0.pov" // author: Friedrich A. Lohmueller, Jan-2006/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" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera0 = camera {ultra_wide_angle angle 60 // front view location <0.0 , 1.5 ,-4.5> right x*image_width/image_height look_at <0.0 , 2.3 , 0.0>} #declare Camera1 = camera {ultra_wide_angle angle 17.0 // far view location <0.0 , 1.5 ,-25.0> right x*image_width/image_height look_at <0.0 , 2.55 , 0.0>} #declare Camera2 = camera {ultra_wide_angle angle 90 // right side view location <3.0 , 2.3 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera3 = 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{Camera1} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.76 scale 3 color_map { [0.7 rgb <0.20, 0.20, 1.0>] [0.8 rgb <1,1,1>] [1.0 rgb <0.5,0.5,0.5>]} } finish {ambient 1 diffuse 0} } scale 10000} // fog --------------------------------------------------------------------- fog{fog_type 2 distance 100 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane{<0,1,0>, 0 texture{ pigment{color rgb<0.35,0.65,0.0>} normal {bumps 0.75 scale 0.015} finish {ambient 0.1 diffuse 0.8}}} //-------------------------------------------------------------------------- //----------------------- scenery objects ---------------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //----------------------------------------------------------------------------- textures #declare Railing_Texture = texture { Chrome_Metal //pigment{ color rgb<1,1,1> } finish { phong 0.1} } // end of texture #declare Step_Texture = texture { pigment{ color rgb<1,1,1>*1.20 } finish { phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Winding_Stair_0.inc" //-------------------------------------------------------------------------------------// object{ Winding_Stair_0( 0.10, //Step___H, // step height 0.50, //Step___D, // deepth of a step - maximum at the outline 1.30, //Step___Ra, // outer radius of the steps 21, // N_o_Steps, // total number of steps per revolution 2, // N_o_Rev, // Number_of_Revolutions 0.03, // Railing___R, // radius of Railing tubes 0.02, // Railing___Rv // radius of vertical tubes 0.75, // Railing___H, // heigth of spiral Railing Railing_Texture, Step_Texture // horizontal texture of steps ) //-----------------------------------------------------------// scale <1,1,1>*1 rotate< 0, 60, 0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------