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".
|
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
|
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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. |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|