// PoVRay 3.7 Scene File "Window_2_demo.pov" // author: Friedrich A. Lohmueller, March-2007/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" #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" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 23 // front view location <-2.0 , 2.73 ,-4.5> right x*image_width/image_height look_at <0.0 , 1.00 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.65 rgb <0.20, 0.20, 1.0>*0.9] [0.75 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [0.90 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate<-1,0,2> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare Wall_Texture = texture { pigment{ color rgb< 1, 0.90, 0.85> }// very light brown // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture //----------------------------------------------------------------------------- textures #declare Window_2_Texture = texture { // pigment{ color rgb< 0.75, 0.5, 0.30>*0.5 } // brown pigment{ color rgb<1,1,1>*1.2 } finish { phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Window_2.inc" //-------------------------------------------------------------------------------------// #declare Windows_Position_1 = <-0.60,0,0>; #declare Windows_Position_2 = < 0.60,0,0>; union{ difference{ box{ <-1.5,0,-0.075>,<1.5,2,0.075> texture{Wall_Texture}} object { Window_2_Hole translate Windows_Position_1 texture{Wall_Texture}} } object { Window_2_Hole translate Windows_Position_2 texture{pigment{color rgb<1,1,1>*1.2 transmit 0.5}}} object{ Window_2 ( 0.30 ) // Window_Open: 0= down closed; 1 = up opened texture { Window_2_Texture } translate Windows_Position_1 } //-------------------------------------------------------------------------------------- rotate<0,-45,0> translate< 0.15,0.00,0.00> } //-------------------------------------------------------------------------------------