//-------------------------------------------------------------------------------------// //--------------------------------------------------------------------optional textures #declare Window_Frame_Texture_1 = texture{ pigment{ color rgb< 1, 1, 1>*1.1 } // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Window_Frame_Texture_2 = texture{ pigment{ color rgb< 1, 1, 1>*0.98 } // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Window_Glass = texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> } finish { diffuse 0.1 reflection 0.2 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------------------------- #declare Wall_Texture_1 = texture{ pigment{ color rgb< 1, 1, 1>*0.9} // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Wall_Texture_2 = texture{ pigment{ color rgb< 1, 1, 1>*0.8 } // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Floor_Texture_1 = texture{ pigment{ color rgb< 1, 1, 1>*0.75 } // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture //-------------------------------------------------------------------------------------// #include "BusinessBuilding_000.inc" //-------------------------------------------------------------------------------------// object{ BusinessBuilding_000( 5, // Nx_Elements, // number of elements in -x, integer >= 1 8, // Ny_Floors, // number of floors in y, integer >= 1 3, // Nz_Elements, // number of elements in +z, integer >= 1 4, // N_of_Windows_per_Element, // 2.30, // Win_H, // window height - de: Fensterhöhe 0.80, // Win_Tween_H, // windows tween height - 1.00, // Win_W, // window width - de: Fensterbreite 0.10, // Win_Frame_D, // window frame thickness - Fensterrahmendicke 0.35, // Wall_D, // wall thickness - de: Wanddicke 0.50, // Floor_D, // floor thickness - de: Bodendicke ) //------------------------------------------------------------------// // width in -x = Nx_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D; // width in +z = Nz_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D; // top level = Ny_Floors*(Win_H + Floor_D) + Floor_D; scale <1,1,1>*1 rotate<0, 0,0> translate<0.00,0.00, 0.00> } //---------- //-------------------------------------------------------------------------------------// object{ BusinessBuilding_000( 3, // Nx_Elements, // number of elements in -x, integer >= 1 6, // Ny_Floors, // number of floors in y, integer >= 1 2, // Nz_Elements, // number of elements in +z, integer >= 1 4, // N_of_Windows_per_Element, // 2.30, // Win_H, // window height - de: Fensterhöhe 0.80, // Win_Tween_H, // windows tween height - 1.00, // Win_W, // window width - de: Fensterbreite 0.10, // Win_Frame_D, // window frame thickness - Fensterrahmendicke 0.35, // Wall_D, // wall thickness - de: Wanddicke 0.50, // Floor_D, // floor thickness - de: Bodendicke ) //------------------------------------------------------------------// // width in -x = Nx_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D; // width in +z = Nz_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D; // top level = Ny_Floors*(Win_H + Floor_D) + Floor_D; scale <1,1,1>*1 rotate<0, 0,0> translate<3*(4*1.00++0.35)+0.35,0.00,2*(4*1.00++0.35)> } //---------- //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------//