// POV-Ray 3.6 / 3.7 Scene File "Erlenmeyer_Shape_1_demo.pov" // author: Friedrich A. Lohmueller, May-2014 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 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" //--------------------------------------------------------------------------------------------------------<<<< #declare Camera_Number = 1; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 0.20, -2.00> ; // front view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 10 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #case (1) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.50, 0.30, -0.50> ; // diagonal view #declare Camera_Look_At = < 0.00, 0.15, 0.00> ; #declare Camera_Angle = 27 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #else #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 0.60, -0.001> ; // top view #declare Camera_Look_At = < 0.00, 0.15, 0.00> ; #declare Camera_Angle = 27 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #end // of "#switch ( Camera_Number )" ----------------------------- //------------------------------------------------------------------------ camera{ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{< -3000, 3000, -3000> color White} // sky ------------------------------------------------------------------- sky_sphere { pigment { color rgb<0.24,0.34,0.56>*0.7} } //end of skysphere //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen*6,0>,<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} scale 0.5 translate } #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} scale 0.5 translate <-0.45,AxisLenY+0.20,-0.05>} #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} scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10>} #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( 2.65, 6.45, 5, Texture_A_Dark, Texture_A_Light) scale 0.05} //--------------------------------------------------------------------------- // ground ------------------------------------------------------------------- /* plane{ <0,1,0>, 0 texture{ pigment{ color rgb <0.7,0.5,0.3>} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } // end of texture } // end of plane */ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #declare Base_Height_ = 0.25; #declare Base_Half_Width_ = 0.12; #declare Neck_Length_ = 0.05; #declare Neck_Radius_ = 0.03; #declare Fillet_Radius_ = 0.10; #declare Base_Border_Radius_ = 0.025; //--------------------------------------------------------------------------------------- #include "Erlenmeyer_Shape_1.inc" //-------------------------------------------------------------------------------------// object{ Erlenmeyer_Shape_1( Base_Height_, // Base_H, // Base_Half_Width_, // Base_Half_Width, // Neck_Length_, // Neck_Len, // Neck_Radius_, // Neck_R, // Fillet_Radius_, // Fillet_R, // Base_Border_Radius_, // Base_Border_R,// 0, // Merge_On, // ) //------------------------- texture { pigment{ color rgb< 1, 1, 1> } finish { phong 1} } // end of texture scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------