// POV-Ray 3.6 / 3.7 Scene File "guitar1.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; // guitar deepth in -z direction // Gitarren-Dicke in -z Richtung #declare G_y = 0.60; // guitar height in y direction // Gitarren-Höhe in y Richtung #declare G_Hole_y = 0.35; // guitar hole y - Gitarrenlochmitte y-Wert #declare G_Hole_R = 0.07; // guitar hole radius - Gitarrenloch-Radius //------------------------------------------------------- guitar textures #declare Pine_Woodx = texture{ // layer 1 pigment{ wood turbulence 0.02 octaves 4 lambda 3 scale 0.175 rotate <2, 2, 0> color_map { [0.0 color rgb <1.00, 0.99, 0.74>] [0.45 color rgb <0.75, 0.39, 0.17>] [0.75 color rgb <0.75, 0.39, 0.17>] [1.0 color rgb <1.00, 0.99, 0.74>] }// end of color_map } // end of pigment finish { ambient 0.1 diffuse 0.9 phong 1 } rotate <0,0, 0> scale 0.5 translate <0,0,0> } // end of texture ------------------------------ texture{ // layer 2 pigment{ wood turbulence 0.015 octaves 4 lambda 2.8 scale 0.2 rotate <2, 2, 0> translate <0.0175, 0.0175, 0.0175> color_map { [0.00 color rgbt <1.00, 0.97, 0.95, 1.00>] [0.45 color rgbt <0.85, 0.75, 0.40, 0.70>] [0.75 color rgbt <0.85, 0.75, 0.40, 0.70>] [1.00 color rgbt <1.00, 0.97, 0.95, 1.00>] }// end of color_map } // end of pigment finish { ambient 0.1 diffuse 0.9 phong 1 } rotate <0,0, 0> scale 0.5 translate <0,0,0> } // end of texture ------------------------------ #declare G_Texture_outside= texture{ Pine_Woodx scale 12 translate< 0,2.2,0> // pigment{color rgb<1.00,0.35,0.05>} finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.1} } // end of texture #declare G_Texture_outside1= texture{ pigment{color rgb<0.90,0.55,0.20>} finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.1} } // end of texture #declare G_Texture_outside2= texture{ pigment{color rgb<1,0.85,0.65>*1.0} finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.1} } // end of texture #declare G_Texture_outside3= texture{ pigment{color rgb<1,0.75,0.45>} finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.1} } // end of texture #declare G_Texture_outside4= texture{ pigment{color rgb<0.90,0.55,0.20>*0.25} finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.1} } // end of texture #declare G_Texture_inside= texture{ pigment{color rgb<1,0.85,0.65>} finish {ambient 0.25 diffuse 0.75 phong 1 reflection 0.1} } // end of texture //------------------------------------------------------------------------- //------------------------------------------------------------------------- // Silhouette right: values // rechts: -Werte #local S0 = < 0.00, 0.00>; #local S1 = < 0.17, 0.05>; #local S2 = < 0.22, 0.19>; #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>; //----------------------------------------------------------------------- #declare Body_Shape = // 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 {ambient 0.15 diffuse 0.85 phong 1.0}} rotate<-90,0,0> translate<0.0,0,0> } // end of prism -------------------------------------------------- //------------------------------------------------------------------------ #declare Guitar_Body = //------------------------------------------------- the Guitar_Body union{ difference{ union { // three shapes positive object{Body_Shape scale< 1.010, 1.010, 0.95> translate< 0,-0.005*G_y, -0.05*G_z/2> texture{ G_Texture_outside1} } object{Body_Shape scale<1.001,1.001,0.999> translate<0,-0.0005*G_y,-(1-0.999)*G_z/2> texture{ G_Texture_outside2} } object{Body_Shape texture{ G_Texture_outside } } }// ------------------------------- end of the union of the positiv parts of the Body // caving out the inside - Aushöhlen der Innenseite object{Body_Shape scale<0.99,0.99,1-0.01*(1/G_z)> translate<0,0.005,-0.005> texture{ G_Texture_inside}} // the hole - das Loch cylinder { <0,0,-0.1>,<0,0,0.1>, G_Hole_R translate<0,G_Hole_y,-G_z> texture{ G_Texture_outside} } // end of cylinder ---------------------------- }// end of difference ------------------------------------------------------------------- // rings around the hole torus { G_Hole_R+0.005 ,0.002 rotate<90,0,0> scale <1,1,0.2> translate<0,G_Hole_y,-G_z> texture{ G_Texture_outside2 } } // end of cylinder ------------------------------------ torus { G_Hole_R+0.020 ,0.002 rotate<90,0,0> scale <1,1,0.2> translate<0,G_Hole_y,-G_z> texture{ G_Texture_outside2 } } // end of cylinder ------------------------------------ }// -------------------------------------------------------------------- end of Guitar_Body //----------------------------------------------------------------------------------------- object{ Guitar_Body rotate<0,-37,0> translate<-0.05,0 ,-0.30>} // ------------------------------------------------------------------------------------ end