// POV-Ray 3.6/3.7 Scene File "rand_functions_2.pov" // author: Friedrich A. Lohmueller, Jan-2011/April-2013 // 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_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Position = < 2.00, 1.00,-2.00> ; // diagonal view #declare Camera_Look_At = < 0.70, 1.00, 0.00> ; #declare Camera_Angle = 55 ; #break #case (2) #declare Camera_Position = < 5.00, 1.00, 0.00> ; // right view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (3) #declare Camera_Position = < 0.00, 5.00, 0.00> ; // top view #declare Camera_Look_At = < 0.00, 1.00, 0.01> ; #declare Camera_Angle = 65 ; #break #else #declare Camera_Position = < 0.00, 1.00, -5.00> ; // 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{< 500,2500,-1500> color White*0.9} light_source{ <2500, 500,-1500> color White*0.9} light_source{ Camera_Position color White*0.1} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ fog { fog_type 2 distance 20 color White fog_offset 0.1 fog_alt 0.5 turbulence 1.8 } //------------------------------ 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 = <20,-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 0.5 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 Text_Rotate scale 0.65 translate <-0.75,AxisLenY-0.30,-0.10> 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 0.75 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<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4, 3.5, 7, Texture_A_Dark, Texture_A_Light) scale 0.25 no_shadow} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.10; #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*1.3} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} translate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // macro "Vector( ... ) from "analytical_g.inc" //----------------------------------------------------------- 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 //----------------------------------------------------------- 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 //------------------ random functions standard include file #include "rand.inc" #declare Random_1 = seed (12433); //--------------------------------------------------------- union{ #local Nr = 0; // start #local EndNr = 50; // end #while (Nr< EndNr) object{ Vector( <0,0,0>, // starting point VRand_In_Sphere(Random_1)*0.5 + <1,1.5,0>, // end point 0.01, // radius ) //-------------------------------------- texture{ pigment{ color rgb< 1.0, 0.75, 0.0> } // yellow lemon finish { phong 1 reflection{ 0.05 metallic 0.25} } } // end of texture } // end of object #local Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,0,0>} // end of union //--------------------------------------------------------- sphere { <0,0,0>, 0.5 texture { pigment{ color rgbf< 0.75,1, 0.2, 0.95>} finish { phong 0.3 } } // end of texture scale<1,1,1> rotate<0,0,0> translate <1,1.5,0> } // end of sphere -------------------------------- //--------------------------------------------------------- //---------------------------------------------------------