// POV-Ray 3.6 / 3.7 Scene File "p_shoji5.pov" // author: Friedrich A. Lohmueller, 2003/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 }} global_settings { noise_generator 1 } #include "colors.inc" #include "textures.inc" #include "glass.inc" // camera ----------------------------------------------------- #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 60 location <0.0 , 1.0 ,-4.0> right x*image_width/image_height look_at <0.0 , 1.2 , 0.0>} camera{Camera_0} // --------------------------------------------------------------------------------- #declare Shoji_On = 1; // sun ----------------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky ---------------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.76 translate <-2,0,0> color_map { [0.5 rgb <0.20, 0.20, 1.0>] [0.6 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 50 color White fog_offset 0.1 fog_alt 2.5 turbulence 0.8} // ground ------------------------------------------------------------------------- plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>} normal { bumps 0.5 scale 0.01} finish { phong 0.1} } // end of texture } // end of plane //--------------------------------------------------------------------------------- //---------------------------- objects in scene ----------------------------------- //--------------------------------------------------------------------------------- #declare Shoji_WoodTX = texture{ pigment{ color LightWood*1.5 quick_color White} finish { phong 1}} #declare Shoji_WoodTY = texture{ pigment{ color LightWood*1.5 quick_color White} finish { phong 1}} #declare Shoji_M = material{texture {pigment{ color White filter 0.27 quick_color White} normal { bumps 0.1 scale 0.002} finish { phong 0.5} } interior{caustics 0.002 } }// end of material #declare WindowFrameTex = texture{ pigment{ color rgb <0.85,0.6,0.4>*1.1 quick_color LightWood} finish { phong 0.5}} #declare Lo_Window_Glass = material{ texture {pigment {color White filter 0.85} finish {Shiny ambient 0 diffuse 0 reflection 0.15} } interior{caustics 0.02 } }// end of material #macro HortS(Dx,Dy,Dz) #local D = 0.0001; union{ box {,< Dx-D,Dy-D,Dz > texture{Shoji_WoodTX}} box {,< Dx-D,Dy ,Dz-D> texture{Shoji_WoodTY}} } #end // ----------------------------------------------- #macro HortSD(Dx,Dy,Dz) #local D = 0.0001; union{ box {,< Dx-D,Dy-D,Dz > texture{Shoji_WoodTX}} box {,< Dx-D,Dy ,Dz-D> texture{Shoji_WoodTY}} } #end // ----------------------------------------------- #macro Shoji(WideX,WideY,XNr,YNr) #local D = 0.0001; union{ box {, material{Shoji_M}} #local Nr = 0; // start #local EndNr = YNr; // end #while (Nr< EndNr+1) object{HortS(WideX-2*D,0.01,0.01) translate} #local Nr = Nr + 1; #end // --------------- loop-end #local Nr = 0; // start #local EndNr = XNr; // end #while (Nr< EndNr+1) object{HortS(0.01,WideY-2*D,0.01) translate} #local Nr = Nr + 1; #end // --------------- loop-end }// end of union #end //of Shoji - singlesided sliding-door - macro ------------------------------ #macro Window1(WideX, WideY,FrameXY,FrameZ) #local D= 0.0001; union{ //box {, material{Lo_Window_Glass}} box {,texture{WindowFrameTex}} box {,texture{WindowFrameTex}} box {< 0,D,-FrameZ>,texture{WindowFrameTex}} box {,< WideX,WideY,FrameZ>texture{WindowFrameTex}} } // end of union #end // of Window1 macro #macro Frame(Wide_X,Wide_Y,Frame_XY,Frame_Z,X_Nr,Y_Nr) union{ object{ Shoji(Wide_X-2*Frame_XY,Wide_Y-2*Frame_XY,X_Nr,Y_Nr) translate} object{Window1(Wide_X,Wide_Y,Frame_XY,Frame_Z) } } #end //--------------------------------------------------------------------------------------------------- #declare Win_D = 0.01; #macro Paravent_3( Wide_x, Wide_y, Frame_xy, Frame_z, X_n, Y_n, Angle1, Angle2) #local Win_D = Frame_z/2; union{ object{ Frame (Wide_x, Wide_y, Frame_xy, Frame_z, X_n, Y_n)} union{ object{ Frame (Wide_x, Wide_y, Frame_xy, Frame_z, X_n, Y_n)} object{ Frame (Wide_x, Wide_y, Frame_xy, Frame_z, X_n, Y_n) translate rotate<0,Angle1,0> translate} translate rotate<0,Angle2,0> translate} } #end //------------------------------------------------------------------------------------------------ object{ Paravent_3 (0.80,2.00,0.05,0.02, 6, 8, 50, -50) scale<1,1, 1> rotate<0, 20,0> translate<-1.25,0.2,-1>} //----------------------------------------------------------------------------------------------------end