Descrizioni ed esempi per il raytracer POV-Ray di Friedrich A. Lohmüller
    Oggetti Geometrici in POV-Ray
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Home
- POV-Ray Tutorial
 
Oggetti Geometrici
  Indice
Oggetti di Base
Forme con macros + CSG
Oggetti in "shapes3.inc"
Altri Oggetti come Macros
Oggetti di Testo 3D

Altri Oggetti
  - blob
  - sphere_sweep
  - julia_fractal
  - Regulare Polyhedron
  - Paraboloid, Hyperboloid
  - Equazioni Polynomiali
  ->Cubic & Quartic shapes
  - Parametric shapes

Forme Non-CSG
height_field + HF macros
Isosurfaces
                                   

Cubic & Quartic forme del include file "shapesq.inc",
une include file di Alexander Enzmann

Prima che si puo usare le forme geometriche seguente si deve inserire il include file corrispondente nel testo della scena con:
#include "shapesq.inc"
Per POV-Ray for Windows ci sono anche qualque Insert Menu item per queste forme a disposizione nel mio "Insert Menu Add-on".

Glob_5

object{ Glob_5 //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.9,.7>}
           finish { phong 1}
               }
        rotate <0,0,-90>
        scale <1,1,1>
        translate <0,1,0>
       } // ------------- end of object

Twin_Glob

object{ Twin_Glob //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        rotate <0,0,0>
        scale <1,1,1>
        translate <0,1,0>
       } // ------------- end of object
Sinsurf

object{ Sinsurf //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        rotate <0,0,0>
        scale <-1,1,1>
        translate <1,0,0>
       } // ------------- end of object
 Bicorn

object{ Bicorn //---------------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        scale 1.25
        rotate <0,0,0>
        translate <0,0.05,0>
       } // ------------- end of object
Crossed_Trough

object{ Crossed_Trough //------------
        sturm
        texture{
           pigment{ color rgb<1,.95,.9>}
           finish { phong 1}
               }
        scale 2
        rotate <0,0,90>
        rotate <0,0,90>
        translate <0,0,0>
       } // ------------- end of object
Cubic_Cylinder

object{ Cubic_Cylinder //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale < 1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Cubic_Saddle_1

object{ Cubic_Saddle_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale < 1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Devils_Curve

object{ Devils_Curve //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate <90,35,0>
        scale <1,1,1>
        translate <1,0,0>
       } // ------------- end of object
Folium

object{ Folium //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <-1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Helix

object{ Helix //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Helix_1

object{ Helix_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Hyperbolic_Torus_40_12

object{ Hyperbolic_Torus_40_12 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*0.1
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Lemniscate

object{ Lemniscate //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*1.5
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Quartic_Loop_1

object{ Quartic_Loop_1 //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>
        rotate <0,0,0>
        translate <-1,0,0>
       } // ------------- end of object
Monkey_Saddle
intersection{ //-------------------------
  cylinder{<0,-1,0>,<0,1,0>,1}
  object{ Monkey_Saddle //------------
          sturm
          scale 0.50 rotate< 0,180,0>
          rotate<-90,0,0>
        }
  scale <2,1,2>
  texture{pigment{color rgb<1,1,1>}
          finish {phong 1}}
} // ----------- end of inters.
Parabolic_Torus_40_12

object{ Parabolic_Torus_40_12  //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*0.1
        rotate <0,180,0>
        translate <0,0,0>
       } // ------------- end of object
Piriform

object{ Piriform //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        scale <1,1,1>*2
        rotate <0,0,0>
        translate <0,0,0>
       } // ------------- end of object
Quartic_Paraboloid
object{ Quartic_Paraboloid //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<-90,0,0>
        clipped_by {sphere {<0,0, 5≶,7 }}
        scale <1,1,1>*0.25
        translate <0,0,0>
       } // ------------- end of object
Quartic_Cylinder

object{ Quartic_Cylinder //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,1,1>
        translate <0,0,0>
       } // ------------- end of object
Steiner_Surface

object{ Steiner_Surface //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,1,1>*2
        translate <0,0,0>
       } // ------------- end of object
Witch_Hat

object{ Witch_Hat //------------
        sturm
        texture{
           pigment{ color rgb<1,1,1>}
           finish { phong 1}
               }
        rotate<0,0,0>
        scale <1,-1,1>
        translate <0,0,0>
       } // ------------- end of object
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© Friedrich A. Lohmüller, 2007
www.f-lohmueller.de