// POV-Ray 3.6 / 3.7 Scene File "Round_Cylinder_Tube_demo.pov" // author: Friedrich A. Lohmueller, Feb-2009 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.05 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //--------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Position = < 2.00, 2.00, -3.00> ; // front view #declare Camera_Look_At = < 0.30, 0.40, 0.00> ; #declare Camera_Angle = 45 ; #break #case (2) #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #else #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #end // of "#switch ( Camera_Number )" ----------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------------------------------------<<<<< // 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 [0.2 color rgb<0.24,0.34,0.56>*0.5]//~Navy [0.8 color rgb<0.24,0.34,0.56>*0.5]//~Navy [1.0 color rgb<1,1,1> ]//White } rotate<-10,0,0> 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 <-0.75,AxisLenY-0.30,-0.10>} #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<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4.5, 5.5, 7, Texture_A_Dark, Texture_A_Light) scale 0.25} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.10; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //------------------------------------------------------------------------- #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]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ */ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- //----------------------------------------------------------- macro "Vector(Start,End,Radius)"! #macro Vector(P_start,P_end, R_Vector) union{ cylinder{ P_start, P_end - ( vnormalize(P_end - P_start)*9.5*R_Vector), R_Vector } cone { P_end - ( vnormalize(P_end - P_start)*10*R_Vector), 3*R_Vector, P_end, 0 } }// end of union #end //-------------------------------------------------------------------------- end of macro //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------- texture ---- #declare Round_Cylinder_Tube_Texture = texture { //Chrome_Metal} pigment{ color rgb<1,1,1> } finish { phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Round_Cylinder_Tube.inc" //----------------------------- #declare A = <-0.5,-0.2, 0.05>; #declare B = < 0.3, 0.4,-0.4>; #declare Rmaj = 0.70; #declare Rmin = 0.12; //----------------------------- #declare R1 = < 0, 0, Rmaj>; #declare R2 = < 0, 0, Rmin>; #declare C = B-A; //-------------------------------------------------------------------------------------// union{ object{ Round_Cylinder_Tube ( A , // A, // start point, B , // B, // end point, Rmaj, // major radius, Rmin, // minor radius, edge radius, 0, // Filled, // if filled = 1; otherwise: 0 = open tube 0 //UseMerge - use merge for transparent materials ) //--------------------------------------------------------// texture { Round_Cylinder_Tube_Texture } scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00> } sphere{ A, 0.015 pigment{ color rgb<1,0.2,0> } no_shadow } sphere{ B, 0.015 pigment{ color rgb<1,0.2,0> } no_shadow } object{ Vector( o,R1, 0.007) pigment{ color rgb<0.7,1,0.0> } Reorient_Trans( <1,0,0>, C ) translate B } object{ Vector( R1-R2,R1, 0.007) pigment{ color rgb<0.4,1,0.0> } Reorient_Trans( <1,0,0>, C ) translate B+<0,0.02,0> } scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00>} //-------------------------------------------------------------------------------------- object{ Round_Cylinder_Tube ( <0,0,0> , // A, // start point, <0,1.5,0> , // B, // end point, 0.45, // major radius, 0.07, // minor radius, edge radius, 1, // Filled, // if filled = 1; otherwise: 0 = open tube 0 //UseMerge - use merge for transparent materials ) //--------------------------------------------------------// texture { pigment{ color rgb<1,1,1> } finish { phong 0.1 } } // end of texture scale <1,1,1>*1 rotate<0,0,0> translate<0.80,-1.00, 1.30> } //--------------------------------------------------------------------------------------