// PoVRay 3.7 Scene File "Car_01_demo.pov" // author: Friedrich A. Lohmueller, Nov-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 75 // front view location <0.0 , 1.0 ,-7.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 25 // diagonal view location < 5.00, 4.50,-12.00> right x*image_width/image_height look_at <-2.3, 0.750-0.0, 1.60>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <8.0 , 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 , 15.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} // sun --------------------------------------------------------------------- light_source{< 2500,2500,-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] [0.50 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<1,1,2.5>*2.5 translate< 0,0,5> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 150 color White fog_offset 0.1 fog_alt 2.0 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 Car_Body_Texture = texture{ pigment{ color rgb<1,1,1>*1.2} //normal { radial sine_wave frequency 30 scale 0.25 } finish { phong 1} } #declare Car_Top_Texture = texture { pigment{ color rgb< 1, 0.95, 0.95>*1.1 } // very light red // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture #declare Car_Seat_Texture = texture { pigment{ color rgb< 1, 0.90, 0.85>*1.2 }// very light brown normal { bumps 0.15 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Car_Inside_Texture= texture { pigment{ color rgb< 1, 0.87, 0.75> }// very light brown // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture #declare Wheel_Rubber_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.15 } // color Gray25 normal { bumps 0.5 scale 0.008 } finish { phong 0.2 reflection 0.00} } // end of texture #declare Wheel_Metal_Texture = texture { Chrome_Metal // pigment{ color rgb<1,0,0>} normal { bumps 0.5 scale 0.005 } finish { phong 1} } // end of texture #declare Bumper_Metal_Texture = texture { Polished_Chrome // pigment{ color rgb<1,0,0>} finish { phong 1} } // end of texture #declare Chassis_Inside_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.45 } // color Gray55 // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture //--------------------------------------------------------------------------------------- #include "Car_01.inc" //-------------------------------------------------------------------------------------// object{ Car_01( 30, //Front_Wheel_Angle, // 1, // Coupe_ON: 0= off(hard top); 1= coupé Car_Body_Texture, // Car_Top_Texture, // Car_Seat_Texture, // Car_Inside_Texture, // Wheel_Rubber_Texture, // Wheel_Metal_Texture, // Bumper_Metal_Texture, // Chassis_Inside_Texture // ) //-------------------------------------------------- scale<1,1,1> rotate<0,-0,0> translate<0,0,0>} //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// #declare Car_Body_Texture = texture{ pigment{ color rgb<1,0.8,0.9>*1.2} //normal { radial sine_wave frequency 30 scale 0.25 } finish { phong 1} } #declare Car_Top_Texture = texture { pigment{ color rgb< 1, 0.85, 0.95>*1.1 } // very light red // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture //-------------------------------------------------------------------------------------// object{ Car_01( 30, //Front_Wheel_Angle, // 0, // Coupe_ON: 0= off(hard top); 1= coupé Car_Body_Texture, // Car_Top_Texture, // Car_Seat_Texture, // Car_Inside_Texture, // Wheel_Rubber_Texture, // Wheel_Metal_Texture, // Bumper_Metal_Texture, // Chassis_Inside_Texture // ) //-------------------------------------------------- scale<1,1,1> rotate<0,-180,0> translate<-6,0,7>} //-------------------------------------------------------------------------------------//