// PoVRay 3.7 Scene File "Chair_s00demo.pov" // author: Friedrich A. Lohmueller, May-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" #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 65 // front view location <0.0 , 1.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.3 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 22 // diagonal view location <-2.00, 2.00,-3.00> right x*image_width/image_height look_at < 0.00, 0.90, -1.00>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <2.90 , 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 210 // top view location <0.50 , 2.40 , 0.500> right x*image_width/image_height look_at <0.50 , 1.0 , 0.501>} camera{Camera_1} // sun ------------------------------------------------------------------------- //light_source{<1500,2500, 2500> color White*0.7} // 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] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 0,0,0> } 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 //------------------------------------------------------------- inside: #declare Room_Height = 2.50; #declare Room_X_half = 3.00; #declare Room_Z_half = 3.00; #declare Wall_D = 0.20; // the room difference{ box { <-Room_X_half -Wall_D, 0.00,-Room_Z_half -Wall_D>,< Room_X_half + Wall_D, Room_Height+Wall_D, Room_Z_half +Wall_D> hollow texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, Room_Height, Room_Z_half> hollow texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // the door hole box { <-0.50 0.00, -0.01>,< 0.50, 2.00, Wall_D+0.01> texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<-1.50, 0, Room_Z_half> } // end of box -------------------------------------- // the window hole box { <-1.00 0.80, -0.01>,< 1.00, 2.00, Wall_D+0.01> texture { pigment{ color rgb<1,1,1>} normal { bumps 0.5 scale 0.002} finish { phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0.50, 0, Room_Z_half> } // end of box -------------------------------------- }// end of difference ------------------------------------ // ---------------------------- // floor inside box { <-Room_X_half, 0.00, -Room_Z_half>,< Room_X_half, 0.001, Room_Z_half> hollow texture { pigment{ checker color rgb <1,1,1>*1.1 color rgb<1,1,1>} finish { phong 0.1} scale 0.25 } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // ceiling box { <-Room_X_half,-0.001, -Room_Z_half>,< Room_X_half, 0.00, Room_Z_half> hollow texture { pigment{ color rgb <1,1,1>*1.0} normal { bumps 0.15 scale 0.005} finish { ambient 0.4 diffuse 0.5 phong 0.1} scale 0.25 } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,Room_Height,0> } // end of box -------------------------------------- // soft light (areal_light) --------- An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { <0,0,0> color rgb <1,1,1> // light's color area_light // kind of light source (Art der Lichtquelle) <-1, 0, -1> <1, 0,1> // lights spread out across this distance (x * z) 5, 5 // total number of lights in grid (4x*4z = 16 lights) adaptive 4 // 0,1,2,3... jitter // adds random softening of light translate <0, 2, -0> // position of light } //---------------- end of area_light //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //----------------------------------------------------------------- textures #declare Chair_Texture = texture{ pigment{ color rgb< 0.75, 0.6, 0.45>*0.55 } finish { ambient 0.1 diffuse 0.9 phong 1 } } // end of texture //---------------------------------------------------------------------------- #include "chair_s00.inc" //---------------------------------------------------------------------------- object{ Chair_s00 ( 0.80, // Total_Chair_Height, 0.45, // Seat_Height, 0.225,// Chair_Half_Width 0.015,// Chair_Feet_Radius, ) //---------------------------- texture{ Chair_Texture } scale <1,1,1> rotate<0,0,0> translate< 0.50,0.00,0.00> } //-------------------------------------------------------------------- //---------------------------------------------------------------------------- object{ Chair_s00 ( 0.80, // Total_Chair_Height, 0.45, // Seat_Height, 0.225,// Chair_Half_Width 0.015,// Chair_Feet_Radius, ) //------------------------------------------ texture{ Chair_Texture } scale <1,1,1> rotate<0,60,0> translate< 1.500,0.00,0.00>} //----------------------------------------------------------------------------