// PoVRay 3.7 Scene File "Battlements_0demo.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" #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" //------------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 21 // diagonal view location <15.0, 17.0,-10.0> right x*image_width/image_height look_at < 0.50, 3.90, 1.50>} #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_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1200,2000,-2500> color White} // 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 -------------------------------- 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<30,-40,0> scale 0.75 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<30,-40,0> scale 0.5 translate <-0.75,AxisLenY+0.20,-0.10> 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<30,-40,0> scale 0.75 translate <-0.45,0.1,AxisLenZ+0.00> no_shadow} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} // finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} // finish { phong 1} } object{ AxisXYZ( 3.25, 9.0, 7, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.6] [1.000 color rgbt<1,1,1,0>*0.6]} } #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<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //----------------------------------------------------------------------------- textures #declare Brick_Scale = < 0.064,0.065,0.140>; #declare Brick_Translate = < 0.00,-0.20, 0.30>*3; #declare Brick_Intensity = 0.35; //------------------------------------------------------------- textures #declare Wall_Texture_1 = // sand stone texture { pigment{ color rgb< 0.90, 0.78, 0.60>} normal { pigment_pattern{ brick color rgb 0.2, color rgb 0.8 scale Brick_Scale translate Brick_Translate rotate<0,0,0>} Brick_Intensity} finish { diffuse 0.9 phong 0.1} } // end of texture #declare Wall_Texture_2 = // sand stone texture { pigment{ color rgb< 0.90, 0.78, 0.60>*0.95} // color rgb< 0.4,1,0.0>} // test_color normal { pigment_pattern{ brick color rgb 0.2, color rgb 0.8 scale Brick_Scale translate Brick_Translate rotate<0,90,0>} Brick_Intensity} finish { diffuse 0.9 phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Battlements_0.inc" //-------------------------------------------------------------------------------------// object{ Battlements_0( 3.00, // Wall__W, // half wall width in x 8.50, // Wall__H, // wall heigth in y 1.50, // Wall__D, // wall deepth in z 1.55, // Balustrade_H, // balustrade high 0.40, // Battlement__Wall_D, // battlement wall deepth 0.70, // Battlement__H, // battlements height in y 0.20, // Battlement__R, // half battlements width in x or z 1.25, // Tween_Distance, // >2*Battlement__R; tween distance Wall_Texture_1, // outside texture Wall_Texture_2 // battlements tween texture ) //------------------------------------------------------------// scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------