// POV-Ray 3.6 / 3.7 Scene File "Roof_0_demo.pov" // author: Friedrich A. Lohmueller, Jan-2006/Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de // #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} #include "colors.inc" #include "textures.inc" // camera ----------------------------------------------------- #declare Camera_0 = camera{ /*ultra_wide_angle*/ angle 32 location <-2.0, 17.0, -17.0> right x*image_width/image_height look_at <-2.0 , 4.0, -0.5>} camera{Camera_0} // sun --------------------------------------------------------------- light_source{<2500,2500,-1500> color White} // sky --------------------------------------------------------------- sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> color_map{[0 color White] [1 color Blue ]} quick_color White } finish {ambient 1 diffuse 0} } scale 10000} // ground ------------------------------------------------------------ plane{<0,1,0>, 0 texture{pigment{ color rgb<0.15,0.35,0.00>} normal { bumps 0.5 scale 0.025} finish { phong 0.1}}} //-------------------------------------------------------------------- //--------------------------------------------------------------------- roof textures <<<<<<<<<<<<< #declare RoofTrans = <-1.25,0,0>;// to regulate the start of the roof brics #declare Roof_Base_Color = <1,1,1>*1;// = <1,0.34,0.160>*1 #declare Roof_Color_Factor = 0.4; #declare Roof_Texture1 = texture{ pigment{gradient x color_map{[0.00 color rgb Roof_Base_Color*Roof_Color_Factor ] [0.90 color rgb Roof_Base_Color*Roof_Color_Factor ] [0.95 color rgb Roof_Base_Color*0.0 ] [1.00 color rgb Roof_Base_Color*Roof_Color_Factor ] } scale < 1, 1, 1>*0.38 quick_color Scarlet*1.25} normal { bumps 0.5 scale 0.01} finish { phong 1} translate RoofTrans} #declare Roof_Texture2 = texture{ Roof_Texture1 finish { ambient 0.15 diffuse 0.85 phong 1}} //-------------------------------------------------------------------------------------<<<<<<<<<<<< // -------------------------------------------------------------------------------------------- #declare Wall_Height = 3.00; // -------------------------------------------------------------------------------------------- #include "Roof_0.inc" // -------------------------------------------------------------------------------------------- union{ box {<0,0,0>,< 5.00, Wall_Height,8.00> texture{ pigment{ color White*1.1} normal { bumps 0.5 scale 0.005} finish {ambient 0.45 diffuse 0.55 phong 0.5}}} //-------------------------------------------------------------------------------------// object{ Roof_0 ( 35, // Roof___Angle1, // roof angle 5.00, // Roof___WideX, // base length of the roof part in x-direction 8.00, // Roof___WideZ, // base length of the roof part in z-direction 0.50, // Roof___Over, // overhang 0.075, // R_Cyl, // radius cylinders 0.20, // Cyl_D, // distance cylinders Roof_Texture1, // Roof___Texture1, // cylinder texture Roof_Texture2 // Roof___Texture2 // base box texture ) //------------------------------------------------------ translate<0,Wall_Height,0>} //--------------------------------------------------------------------------------------- translate<0,0,0> rotate<0,-35 ,0> translate<0,0,0> } // end of union // -------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------// object{ Roof_0 ( 45, // Roof___Angle1, // roof angle 4.00, // Roof___WideX, // base length of the roof part in x-direction 4.00, // Roof___WideZ, // base length of the roof part in z-direction 0.50, // Roof___Over, // overhang 0.075, // R_Cyl, // radius cylinders 0.20, // Cyl_D, // distance cylinders Roof_Texture1, // Roof___Texture1, // cylinder texture Roof_Texture2 // Roof___Texture2 // base box texture ) //------------------------------------------------------ rotate<0,0 ,0> translate<-7,0.5,-2>} //---------------------------------------------------------------------------------------