// POV-Ray 3.6 Scene File "povloopb.pov" // created by Friedrich A. Lohmueller,2003 // homepage: www.f-lohmueller.de // // #version 3.6; global_settings { assumed_gamma 2.0 } global_settings { noise_generator 1 } // uses "axis_xyz.inc" #include "colors.inc" #include "textures.inc" #include "stones.INC" #include "stones2.INC" //---------------------------------------------------------------------- // camera -------------------------------------------------------------- #declare Cam1 = camera {ultra_wide_angle angle 37 right x*image_width/image_height location < 5.0 , 6.0 ,-8.0> look_at < 0.75 , 2.75 , 0.0>} #declare Cam2 = camera {ultra_wide_angle angle 55 location <12.0 , 5.0 ,-5.0> look_at < 2.0 , 2.0 , 0.0>} camera{Cam1} // sun ----------------------------------------------------------------- light_source{<1800,2500,-2500> color White} //---------------------------------------------------------------------- // background ------------------------------- #declare Orange_Yellow = color rgb<1,0.8,0>; sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> color_map{[0.0 color Orange_Yellow] [0.1 color Orange_Yellow] [0.5 color White] [0.9 color Orange_Yellow] [1.0 color Orange_Yellow]} quick_color White scale 2 translate<0,-1,0> } finish {ambient 1 diffuse 0} } scale 10000} // --------------------------------------------------------------------- #include "AxisXYZ.inc" #declare RED = texture{pigment{color rgb<0.95,0,0.30> } finish {ambient 0.1 diffuse 0.75 phong 1}} #declare WHITE = texture{pigment{color rgb<1,1,1> } finish {ambient 0.15 diffuse 0.85 phong 1}} object{ AxisXYZ (3.5, 6, 7.5, RED, WHITE)} //---------------------------------------------------------------------- #declare Ball = sphere {<0,0,0>,0.70 scale <1,1.5,1> texture{ T_Stone3 scale 1.5 finish {ambient 0.2 diffuse 0.8 phong 0.3 phong_size 90} } } //--------------------------------------------------------- #declare Radius0 = 1.5; #declare NR = 9.1; //number of revolutions #declare NpR = 30; //number of elements per revolution #declare Scale = 0.78; //per revolution #declare HpR = 1.6; //--------------------------------------------------------- #local Hd = HpR/NpR; #local Scale_p = pow(Scale,1/360); #local Scale_pE = pow(Scale_p,360/NpR); #local Old_S = Scale_pE; #local Old_H = Hd; union{ #declare Nr = 0; // start #declare EndNr = NR*NpR; // end #while (Nr< EndNr) object{Ball translate scale Old_S translate<0,Old_H,0> rotate<0,Nr * 360/NpR ,0>} #declare Nr = Nr + 1; // next Nr #declare Old_S = Scale_pE*Old_S; #declare Old_H = Old_H+Hd*Old_S; #end // --------------- end of loop ----------------- rotate<0,0,0>} // end //------------------------------------------------------------------ end