// POV-Ray 3.6 / 3.7 Scene File "guitar0.pov" // author: Friedrich A. Lohmueller, 2005/Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de // // POV-Ray example: Guitar Body by Prism with Cubic Spline // //------------------------------------------------------------------------ #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" //------------------------------------------------------------------------ #declare Camera_1 = camera { perspective angle 25 location <0.00, 0.30, -3.00> right x*image_width/image_height look_at <0.00, 0.30, 0.00> } camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // 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 //------------------------------------------------------------------------ //------------------------------ 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 <-0.35,AxisLenY+0.20,-0.05>} #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<1,0.55,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.0, 7.0, 2.0, Texture_A_Dark, Texture_A_Light) scale 0.1 } //!!!! //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squered plane dimensions #declare RasterScale = 0.5; #declare RasterHalfLine = 0.04; #declare RasterHalfLineZ = 0.04; //------------------------------------------------------------------------- #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]} } finish { ambient 0.15 diffuse 0.85} #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{ color White*1.1} finish { phong 0.1}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<-90,0,0> translate<0,0,0.001> scale 0.1 // !!! } //------------------------------------------------ end of squered plane XY //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // ------------------------------------------------ Dimensions of the guitar // ------------------------------------------------- Abmessungen der Gitarre #declare G_z = 0.15; // Guitare deepth in -z direction // Gitarren-Dicke in -z Richtung // Silhouette right: values // rechts: -Werte #local S0 = < 0.00, 0.00>; #local S1 = < 0.16, 0.05>; #local S2 = < 0.22, 0.20>; #local S3 = < 0.15, 0.35>; #local S4 = < 0.17, 0.48>; #local S5 = < 0.12, 0.56>; #local S6 = < 0.00, 0.60>; // vectors with 2 components: S(u,v). // Here: If S = S(Xs,Ys), // then S.u = Xs and X.v = Ys ! // Vektoren mit 2 Komponenten: S(u,v). // Hier gilt: wenn S = S(Xs,Yx), // dann ist S.u = Xs und X.v = Ys ! // automatisch spiegelbildliche linke Seite: #local S7 = <-S5.u, S5.v>; #local S8 = <-S4.u, S4.v>; #local S9 = <-S3.u, S3.v>; #local S10 = <-S2.u, S2.v>; #local S11 = <-S1.u, S1.v>; //----------------------------------------------------------------------- // linear prism in y direction: from / to / number of points (first=last) // lineares Prisma in y-Richtung: prism { linear_sweep cubic_spline G_z, 0.00, 15 // start ; End in z direction ; number of points // Start und Ende in z-Richtung; Anzahl der Punkte S0, S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11, S0, // first point = last point // letzter Punkt = erster Punkt S1, // 2 more ! - 2 drüber hinaus! S2 texture {pigment{ color White} finish { phong 1.0}} rotate<-90,0,0> translate<0.0,0,0> } // end of prism -------------------------------------------------- //------------------------------------------------------------------------ //------------------------------------------------------------ Base points //------------------------------------------------------------ Stützpunkte #declare Point = sphere { <0,0,0>, 0.01 texture { pigment{ color Red } // rgb< 1, 0.0, 0.0>} finish { phong 1} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,-G_z,> } // end of sphere ----------------------------------- #declare Point_ = sphere { <0,0,0>, 0.01 texture { pigment{ color YellowGreen } // rgb< 1, 0.0, 0.0>} finish { phong 1} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,-G_z,> } // end of sphere ----------------------------------- object{ Point translate < S0.u, S0.v, 0>} object{ Point translate < S1.u, S1.v, 0>} object{ Point translate < S2.u, S2.v, 0>} object{ Point translate < S3.u, S3.v, 0>} object{ Point translate < S4.u, S4.v, 0>} object{ Point translate < S5.u, S5.v, 0>} object{ Point translate < S6.u, S6.v, 0>} object{ Point_ translate < S7.u, S7.v, 0>} object{ Point_ translate < S8.u, S8.v, 0>} object{ Point_ translate < S9.u, S9.v, 0>} object{ Point_ translate < S10.u, S10.v, 0>} object{ Point_ translate < S11.u, S11.v, 0>} //--------------------------------------------------------------------- end