// POV-Ray 3.7 Scene File "povloop3.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 = < 2.50, 2.50,-20.00> ; // front view #declare Camera_Look_At = < 2.50, 2.50 , 0.0> ; #declare Camera_Angle = 25 ; #break #case (1) #declare Camera_Location = <6.40 ,6.5 ,-2.5> ; // diagonal view #declare Camera_Look_At = <2.65 , 2.0 , 1.35> ; #declare Camera_Angle = 75 ; #break #case (2) // aspect ratio 1:1 commandline: +w320 +h320 #declare Camera_Location = <6.40 ,6.5 ,-2.5> ; // diagonal view #declare Camera_Look_At = <2.65 , 2.0 , 1.35> ; #declare Camera_Angle = 62 ; #break #case (3) #declare Camera_Location = <10.00, 1.00, 0.00> ; // right side view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 90 ; #break #case (4) #declare Camera_Location = < 0.00,12.00, 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 = < 0.00, 1.00, -3.50> ; // 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{< 1500,3000, -500> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless} // flash // sky --------------------------------------------------------------------- sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> scale 2 color_map{[0.0 color rgb<1,1,1> ] [0.4 color rgb<1,0.7,0.0> ] [0.6 color rgb<1,0.7,0.0> ] [1.0 color rgb<1,1,1> ]} quick_color White } finish {ambient 1 diffuse 0} } scale 10000} //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- // 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 */ //-------------------------------------------------------------------------- //------------------------------ the Axes ---------------------------------- start coordinate 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} 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<40,-45,0> 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<40,0,0> scale 0.65 translate <-0.55,AxisLenY+0.20,-0.10> rotate<0,-45,0> 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,-35,0> scale 1.2 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<1,0,0.25>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4.9, 4.65 ,21, Texture_A_Dark, Texture_A_Light) scale 1 } //---------------------------------------------------------------------------- end of coordinate axes //---------------------------------------------------------------------------- //---------------------------- objects in scene ------------------------------ //---------------------------------------------------------------------------- #declare Boxy = box{ <0,0,0>,< 1,1,1> scale 0.5 texture{ pigment{ color White*1.1 } finish { specular 0.5 ambient 0.01 diffuse 0.9 } } } //------------------------------------- #declare Dx = 1.00; #declare Dy = 1.00; #declare Dz = 1.00; //------------------------------------- #declare NrX = 0; // startX #declare EndNrX = 5; // endX #while (NrX < EndNrX) #declare NrY = 0; // startY #declare EndNrY = 5; // endY #while (NrY < EndNrY) #declare NrZ = 0; // startZ #declare EndNrZ = 5; // endZ #while (NrZ < EndNrZ) object{ Boxy translate } #declare NrZ = NrZ+1;// next NrZ #end // ---------- end of loop Z #declare NrY = NrY+1;// next NrY #end // ---------- end of loop Y #declare NrX = NrX+1;// next NrX #end // ----------- end of loop X -----