// POV-Ray 3.7 Scene File "povloop2.pov" // author: Friedrich A. Lohmueller, Jan-2014 // homepage: www.f-lohmueller.de //------------------------------------------------------------------------ #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 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 3.00, 2.00,-30.00> ; // front view #declare Camera_Look_At = < 3.00, 2.00, 0.00> ; #declare Camera_Angle = 15 ; #break #case (1) #declare Camera_Location = <6.0 ,7.0 ,-4.0> ; // diagonal view #declare Camera_Look_At = < 3.25 , 0.5 , 1.5> ; #declare Camera_Angle = 56 ; #break #case (2) #declare Camera_Location = <12.0, 2.0 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 2.0, 0.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = < 0.00,10.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = < 3.00, 2.00,-30.00> ; // front view #declare Camera_Look_At = < 3.00, 2.00, 0.00> ; #declare Camera_Angle = 15 ; #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{<-1500,2000, 1500> color rgb<1,1,1>*0.7} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash // sky ------------------------------------------------------------------- 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 } 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} scale 0.5 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} rotate<30,-15,0> scale 0.65 translate no_shadow} #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} rotate<30,0,0> scale 0.65 translate <-0.65,AxisLenY+0.30,-0.10> rotate<0,-15,0> no_shadow} #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} rotate<30,-15,0> scale 0.95 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.4,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 7.00, 1.00, 7.30, Texture_A_Dark, Texture_A_Light) scale 1 } //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1 ; #declare RasterHalfLine = 0.065 ; #declare RasterHalfLineZ = 0.065 ; //------------------------------------------------------------------------- #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>} texture { Raster(10*RasterScale,0.2*RasterHalfLine ) rotate<0,0,0> } texture { Raster(10*RasterScale,0.2*RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare Boxy = box{ <0,0,0>,< 1,1,1> scale 0.5 texture{ pigment{ color White } finish { specular 0.5}}} //------------------------------------ #declare Dx = 1.00; // distance in x #declare Dz = 1.00; #declare NrX = 0; // startX #declare EndNrX = 7; // endX #while (NrX < EndNrX) // <-- loop X #declare NrZ = 0; // startZ #declare EndNrZ = 7; // endZ #while (NrZ < EndNrZ) // <- loop Z object{ Boxy translate} #declare NrZ = NrZ + 1; // next NrZ #end // --------------- end of loop Z #declare NrX = NrX + 1;// next NrX #end // ------------- end of loop X