// PoVRay 3.7 Scene File "Tower_Round_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" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ //------------------------------------------------------------------------ #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 25 // diagonal view location <10.00, 15.00,-10.00> right x*image_width/image_height look_at < 0.00, 4.50, 0.00>} #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 -------< 1000,2500,-2500> ------------------------------------------------------------ light_source{<1000,1500,-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<1,1,1.5>*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 //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //----------------------------------------------------------------------------- textures #declare Brick_Scale = <0.07, 0.075, 2>; #declare Brick_Translate = <0.0,-0.06+0.25,-0.90>; #declare Brick_Intensity = 0.35; //------------------------------------------------------------- textures #declare Tower_Texture_1 = // sandstone texture { pigment{ color rgb< 0.90, 0.78, 0.60>*1.2} normal { pigment_pattern{ brick color rgb 0.2, color rgb 0.8 //mortar 0.10 scale Brick_Scale translate Brick_Translate rotate<0,0,0>} Brick_Intensity} finish { phong 0.1} } // end of texture #declare Tower_Texture_2 = // sandstone texture { pigment{ color rgb< 0.90, 0.78, 0.60>*0.95*1.2} // 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<0,0,0>} Brick_Intensity} finish { phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Tower_Round_0.inc" //--------------------------------------------------------------------------------------- object{ Tower_Round_0( 2.50, // Tower_R, // tower radius in x and z 8.00, // Tower_H, // tower heigth in y 1.50, // Tower_Balustrade_H, // tower balustrade high 0.35, // Tower_Wall_D, // tower wall deepth 0.66, // Battlements_H, // battlements height in y 15.5 // Battlements_Angle, // battlements angle in xz around y Tower_Texture_1, // outside texture Tower_Texture_2 // battlements tween texture ) //------------------------------------------------------------// scale <1,1,1>*1 rotate<0, 0,0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------