// POV-Ray 3.6/3.7 Scene File "rand_functions_3.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,-20.00> ; // 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> ; // front view #declare Camera_Look_At = < 0.00, 0.00, 0.00> ; #declare Camera_Angle = 55 ; #break #case (2) #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 #case (3) #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 #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{ <2500, 1500,-000> color White*0.9 } light_source{ Camera_Position color rgb<0.8,0.8,1>*0.1} // 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>*0.8]//~Navy [0.6 color rgb<0.24,0.34,0.56>*0.8]//~Navy [1.0 color rgb<1,1,1> ]//White } rotate<50,0,50> scale 2 } } // end of sky_sphere //-------------------------------------------------------------------------- //---------------------------- 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); //--------------------------------------------------------- //--------------------------------------------------------- blob{ threshold 1 #local Nr = 0; // start #local EndNr = 300; // end #while (Nr< EndNr) sphere{ <0,0,0>, 0.15 , 1.5 translate VRand_On_Sphere(Random_1) texture{ pigment{ color rgb< 1.0, 0.55, 0.0> } finish { phong 1 reflection{ 0.05 metallic 0.75} } } // end of texture } // end of object #local Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,120,0> translate<0,0,0>} // end of union //--------------------------------------------------------- sphere { <0,0,0>, 1 texture{ pigment{ color rgbt< 0.85,1, 0.0, 0.76>} normal { bumps 1.25 scale 0.02 } finish { phong 0.75 } } // end of texture scale<1,1,1> rotate<0,0,0> translate <0,0,0> } // end of sphere -------------------------------- //--------------------------------------------------------- //---------------------------------------------------------