// POV-Ray 3.6 / 3.7 Scene File "Steel_Bridge_Framework_1_1.pov" // author: Friedrich A. Lohmueller, 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 conserve_energy}} //-------------------------------------------------------------------------- #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_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 4; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <4.65 , 1.75 ,-43.0> ; // front view #declare Camera_Look_At = <4.65 , 1.75 , 0.0> ; #declare Camera_Angle = 16 ; #break #case (1) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <5.00, 15.75 ,-43.0> ; // front view high #declare Camera_Look_At = <5.00, 1.75 , 0.0> ; #declare Camera_Angle = 16 ; #break #case (2) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <15.0 , 8.5 ,-8.0> ; // front view #declare Camera_Look_At = <3.5 , -2.0 , 2> ; #declare Camera_Angle = 42 ; #break #case (3) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <16.0 , 5.5 ,-8.0> ; // front view #declare Camera_Look_At = <4 ,-1 , 2> ; #declare Camera_Angle = 38 ; #break #case (4) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <10.5 , 0.5 ,-4.2> ; // front view #declare Camera_Look_At = <5.3 , 0.85, 2> ; #declare Camera_Angle = 80 ; #break #else #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #end // of "#switch ( Camera_Number )" ----------------------------- //--------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ #if (Ultra_Wide_Angle_On = 1) ultra_wide_angle #end // don't use fish eye - for proper text location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //-------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the 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 -------------------------------- #declare Text_Rotate = <10,-30,0>; // <10,-45,0>; 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 Text_Rotate scale 0.5 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 scale 0.6 translate <-0.65,AxisLenY+0.20,-0.05> rotate <0,Text_Rotate.y,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 Text_Rotate scale 0.65 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<1,0.55,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 10.20*2, 4.00*2, 9, Texture_A_Dark, Texture_A_Light) scale 0.5} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.015; #declare RasterHalfLineZ = 0.015; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.8] [0+HLine color rgbt<1,1,1,0>*0.8] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.8] [1.000 color rgbt<1,1,1,0>*0.8]} } #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>} // rotate<-90,0,0> translate<0,-0.30,0> } //------------------------------------------------ end of squared plane XY //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //------------------------------------------------------------------------------------// //------------------------------------------------------------------- optional texture /* #declare Steel_Bridge_Framework_1_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.5 } normal { bumps 0.25 scale 0.35 } finish { phong 1 } } // end of texture */ //------------------------------------------------------------------------------------// #include "Steel_Bridge_Framework_1.inc" //------------------------------------------------------------------------------------// object{ Steel_Bridge_Framework_1( 10.00 , // bridge length 2.00 , // bridge height 4.00 , // bridge width 0.30, // beam diameter 0.03, // beam border radius )// -------------------------- rotate<0, 0,0> translate<0,0.00,0> } // end of object 'Steel_Bridge_Framework_1' -----------------------------------------// //-------------------------------------------------------------------------------------// //---------------------------------------------------------------------------------------