// POV-Ray 3.6/3.7 Scene File "hdr_sample_002.pov" // author: Friedrich A. Lohmueller, Dec-2009, 22-July-2010 - 23-Dec-2010 / Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.7; // 3.6; global_settings{ assumed_gamma 1.0 } // Note: HDRI illumination works needs POV-Ray 3.7 //#default{ finish{ ambient 0.1 diffuse 0.9 }} // not with radiosity see below //-------------------------------------------------------------------------- #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 = 2 ; #declare HDRI_On = 1; // 1 = on, 0 = off #declare Radiosity_On = 1; // 0=off, 1=fast; 2=medium quality; 3=high qual.; 4= medium qual.+ recursion_limit 2 //--------------------------------------------------------------------------------------------------------<<<< #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 = < 1.10, 2.100,-1.80> ; // diagonal view #declare Camera_Look_At = < 0.00, 2.00,-0.60> ; #declare Camera_Angle = 60 ; #break #case (2) #declare Camera_Position = < 1.00, 2.400,-1.70> ; // diagonal view #declare Camera_Look_At = < 0.00, 1.85, -0.60> ; #declare Camera_Angle = 55 ; #break #else #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 #end // of "#switch ( Camera_Number )" ----------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ //#if (Ultra_Wide_Angle_On = 1) ultra_wide_angle #end // don't use fish eye - for proper text location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------------------------------------<<<<< //------------------------------------------------------------- radiosity settings start #if (Radiosity_On > 0) global_settings { #ifndef ( Rad_Quality ) #declare Rad_Quality = 2; // no end "}" of "global_settings" here !! #end //--------- radiosity settings -------------------------------- /// // from POV-Ray samples "scene templates/patio-radio.pov #switch (Rad_Quality) #case (1) radiosity { // --- Settings 1 (fast) --- pretrace_start 0.08 pretrace_end 0.02 count 50 error_bound 0.5 recursion_limit 1 } #break #case (2) radiosity { // --- Settings 2 (medium quality) --- pretrace_start 0.08 pretrace_end 0.01 count 120 error_bound 0.25 recursion_limit 1 } #break #case (3) radiosity { // --- Settings 3 (high quality) --- pretrace_start 0.08 pretrace_end 0.005 count 400 error_bound 0.1 recursion_limit 1 } #break #case (4) radiosity { // --- Settings 4 (medium quality, recursion_limit 2) --- pretrace_start 0.08 pretrace_end 0.005 count 350 error_bound 0.15 recursion_limit 2 } #break #end // en of switch } // end of global settings !!!! #default{ finish { ambient 0 diffuse 1 conserve_energy }} // with radiosity no ambient! //-------------------------------------------------------------------------- #else #default{ finish{ ambient 0.1 diffuse 0.9 } } // for intel computers #end // Radiosity_On > 0 //-------------------------------------------------------------------------- // sun --------------------------------------------------------------------- light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light //-------------------------------------------------------------------------- #if (HDRI_On) // --------------------------------------------------- HDRI environment sky_sphere{ pigment{ image_map{ hdr "hdr/building_probe.hdr" gamma 1.1 map_type 1 interpolate 2 } } rotate < 0,40,0> // adapt it to your direction } // end sky_sphere #else // no HDRI light_source{<-1700,2000, 2500> color White*0.5} // sun light sky_sphere{ pigment{ gradient <0,1,0> color_map{ [ 0 color rgb<1,1,1> ] //White [ 0.4 color rgb<0.14,0.14,0.56> ] //~Navy [ 0.6 color rgb<0.14,0.14,0.56> ] //~Navy [ 1.0 color rgb<1,1,1> ] //White } // end color_map scale 2 } // end pigment } // end of sky_sphere #end // of "#if (HDRI_On) " //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------- optional textures #declare Body_Texture = texture { //Chrome_Metal pigment{ color rgb< 1.0, 0.6,0.05>} // light orange normal { bumps 0.15 scale 0.75 } finish { phong 0.3 reflection 0.05} } // end of texture #declare Inside_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.75 } // color Gray75 // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 0.1} } // end of texture #declare Seat_Texture = texture { pigment{ color rgb<1,0.85,0.75>*1.1}// very light brown normal { bumps 0.5 scale 0.025 } finish { phong 1 reflection 0.00} } // end of texture //-------------------------------------------------------------------------- #include "Helicopter_01.inc" #include "Table_t00.inc" //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- union{ object{ Table_t00 ( 0.800, // Table__Height, 0.400, // Table__Half_Width_X, 0.400, // Table__Half_Width_Z, 0.020, // Table__Feet_Radius, 0.030, // Table__Plate_D, 0.020, // Table__Plate_Overhang, 0, // Merge_On, for glas plate use 1 ) //------------------------------------------ rotate<0,0,0>} object{ Helicopter_01 ( 10,// Rotor_Rotation, // main rotor 100,// Backside_Rotor_Rotation, // main rotor Body_Texture, Inside_Texture, Seat_Texture ) //------------------------------------------ scale <1,1,1>*0.085 rotate<0,0,0> translate<0,0.80-0.003,0> } //------------------------------------------------------------------ //-------------------------------------------------------------------------- scale <1,1,1>*2 rotate<0,0,0> translate<-0.50,0.00,0.00>} //-------------------------------------------------------------------------- //--------------------------------------------------------------------------