// POV-Ray 3.7 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 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" //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare Camera_Number = 0 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.0 , 1.5 ,-3.0> ; // front view #declare Camera_Look_At = < 0.00, 1.30, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Location = <2.5 , 2.15 ,-2.9> ; // diagonal view #declare Camera_Look_At = <0.0 , 0.5 , 0.0> ; #declare Camera_Angle = 90 ; #break #case (2) #declare Camera_Location = <2.90 , 1.0 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 1.0, 0.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = <0.50 , 2.40 , 0.500> ; // top view #declare Camera_Look_At = <0.50 , 1.0 , 0.501> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = <0.50 , 2.40 , 0.500> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } // sun ------------------------------------------------------------------- light_source{< 1,200,-3000> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash // sky --------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 0,0,0> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72} normal { bumps 0.75 scale 0.015} finish { phong 0.1} } // end of texture } // end of plane //------------------------------------------------------------- inside: #declare Room_Height = 2.50; #declare Room_X_half = 3.00; #declare Room_Z_half = 3.00; #declare Wall_D = 0.20; // the room difference{ box { <-Room_X_half -Wall_D, 0.00,-Room_Z_half -Wall_D>,< Room_X_half + Wall_D, Room_Height+Wall_D, Room_Z_half +Wall_D> hollow texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, Room_Height, Room_Z_half> hollow texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // the door hole box { <-0.50 0.00, -0.01>,< 0.50, 2.00, Wall_D+0.01> texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<-1.50, 0, Room_Z_half> } // end of box -------------------------------------- // the window hole box { <-1.00 0.80, -0.01>,< 1.00, 2.00, Wall_D+0.01> texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0.50, 0, Room_Z_half> } // end of box -------------------------------------- }// end of difference ------------------------------------ // ---------------------------- // floor inside box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, 0.001, Room_Z_half> hollow texture { pigment{ checker color rgb <1,1,1>*1.1 color rgb<1,1,1>} finish { phong 0.1} scale 0.25 } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // ceiling box { <-Room_X_half,-0.001, -Room_Z_half>,< Room_X_half, 0.00, Room_Z_half> hollow texture { pigment{ color rgb <1,1,1>*1.0} normal { bumps 0.15 scale 0.005} finish { ambient 0.4 diffuse 0.5 phong 0.1} scale 0.25 } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,Room_Height,0> } // end of box -------------------------------------- // lamp inside light_source{ <0.00, Room_Height-0.25, 0.00> color rgb<1,0.98,0.8>*0.9 // color * intensity looks_like{ sphere{ <0,0,0>,0.15 texture{ pigment{ color rgb<1,0.98,0.8>*1.3} finish { ambient 0.8 diffuse 0.2 phong 1 } } // end of texture } // end of sphere } //end of looks_like } //end of light_source //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //--------------------------------------------------------------------------