// 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 = 1 ; //--------------------------------------------------------------------------------- //--------------------------------------------- right handed Coordinate system z up // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 5.0 , 0.0 , 1.0> ; // front view #declare Camera_Look_At = < 0.0 , 0.0 , 1.0> ; #declare Camera_Angle = 55 ; #break #case (1) #declare Camera_Location = <6.0,-6.0, 5.0 > ; // diagonal view #declare Camera_Look_At = < 0.0 , 0.0 , 1.0> ; #declare Camera_Angle = 55 ; #break #case (2) #declare Camera_Location = <0.0 , -5.0 , 1.0>; // right side view #declare Camera_Look_At = < 0.0 , 0.0 , 1.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = < 0.0, -0.001, 10> ; // top view #declare Camera_Look_At = < 0.0 , 0.0 , 1.0> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = < 5.0 , 0.0 , 1.0> ; // front view #declare Camera_Look_At = < 0.0 , 0.0 , 1.0> ; #declare Camera_Angle = 55 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- //-------------------------------------- right handed Coordinate system z up camera{ // ultra_wide_angle // orthographic sky z location Camera_Location right -x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } // sun --------------------------------------------------------------------- light_source{< 3000,-1000, 2000> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash // sky --------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,0,1> color_map{ [0 color rgb<1,1,1> ]//White [0.2 color rgb<0.20,0.30,0.56>*0.9]//~Navy [0.8 color rgb<0.20,0.30,0.56>*0.9]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,0,-AxisLen>,<0,0,AxisLen>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,0,0>,0.2,<0,0,0.7>,0 translate<0,0, AxisLen> texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //------------------------------------------------------------------------ #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes -------------------------------- #local Font_Name = "cyrvetic.ttf" union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,90, 0>}// x-Axis text { ttf Font_Name, "X", 0.15, 0 rotate<90,0,0> texture{Tex_Dark} rotate<-30,0,45> scale 0.65 translate no_shadow} #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf Font_Name, "Y", 0.15, 0 rotate<90,0, 0> texture{Tex_Dark} rotate<-10,0,45 > scale 0.95 translate <-0.50,AxisLenY+0.30, 0.30> no_shadow} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate<-90,0, 0>}// z-Axis text { ttf Font_Name, "Z", 0.15, 0 rotate<90,0,0> texture{Tex_Dark} rotate<-10, 0,0> scale 0.65 translate <-0.70,0.0,AxisLenZ-0.70> rotate<0,0,45 > no_shadow} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.40,0> } finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.60, 5.50, 3.50, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.035; #declare RasterHalfLineZ = 0.035; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient y scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.9] [0+HLine color rgbt<1,1,1,0>*0.9] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.9] [1.000 color rgbt<1,1,1,0>*0.9]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,0,1>, 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<0,0,90>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- sphere { <0,0,0>, 0.5 texture { pigment{ color Red } // rgb< 1, 0.0, 0.0>} finish { phong 1 reflection 0.00} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,0.5> } // end of sphere -----------------------------------