// POV-Ray 3.6/3.7 scene file "Fender_1_demo.pov" // demonstration of the include file "Fender_1.inc" // author: Friedrich A, Lohmueller, June-2014 // homepage: www.f-lohmueller.de/ //------------------------------------------------------------------------ #version 3.6; 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 22 // diagonal view location <3.0 , 1.15 ,-3.0> right x*image_width/image_height look_at <0.0 , 0.48 , 0.0>} #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{<1500,500,-2500> color White} // sky ------------------------------------------------------------------- // sky -------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<0.24,0.34,0.56>*0.7] [0.5 color rgb<0.24,0.34,0.56>*0.2] [0.5 color rgb<0.24,0.34,0.56>*0.2] [1.0 color rgb<0.24,0.34,0.56>*0.7] } rotate< 0,0, 0> 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> translate<-2.1,0,0>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} rotate<20,-45,0> scale 0.55 translate no_shadow translate<-2.1,0,0>} #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<10,0,0> scale 0.55 translate <-0.45,AxisLenY+0.20,-0.10> rotate<0,-45,0> 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<20,-45,0> 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<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4.5, 4.8, 5, Texture_A_Dark, Texture_A_Light) scale 0.2} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1; #declare RasterHalfLine = 0.035; #declare RasterHalfLineZ = 0.035; //------------------------------------------------------------------------- #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 rgb<1,1,1>*1.35} } 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 ---------------------------- //-------------------------------------------------------------------------- //------------------------------------------------------------------------------------ //----------------------------------------------------------- macro "Vector(Start,End,Radius)"! #macro Vector(P_start,P_end, R_Vector) union{ cylinder{ P_start, P_end - ( vnormalize(P_end - P_start)*9.5*R_Vector), R_Vector } cone { P_end - ( vnormalize(P_end - P_start)*10*R_Vector), 3*R_Vector, P_end, 0 } }// end of union #end //-------------------------------------------------------------------------- end of macro //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ object{ Vector( o,<0,0.7,0>, 0.012) pigment{ color rgb<0.2,0.5,00.> } translate<0,0,-0.20>} object{ Vector( o,<0,0.7,0>, 0.012) pigment{ color rgb<0.2,0.5,0.0> } translate<0,0,-0.20> rotate<0,0,70>} //------------------------------------------------------------------------------------ object{ Vector( o,<0,0,-0.2>, 0.01) pigment{ color rgb<0.9,0.2,0.0> } translate<0.00,0.3,0>} //-------------------------------------------------------------------------- #include "shapes3.inc" //-------------------------------------------------------------------------- object{ Segment_of_CylinderRing( 0.30, // major radius, 0.00010, // minor radius, 0.001, // height H, -70 // angle (in degrees) ) //---------------------------------------- texture{ pigment{ color rgb<0.2,0.5,0.0>*2 transmit 0.15} finish { phong 1} } // end of texture scale <1,1,1> rotate<-90,0,90> translate<0,0,-0.2> } // end of object //-------------------------------------------------------------------------- //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------- optional textures #declare Fender_Outside_Texture = texture{ pigment{ color rgb<1,1,1>} finish { phong 1} } // end of texture #declare Fender_Inside_Texture = texture{ pigment{ color rgb<1,1,1>*0.5} finish { phong 1} } // end of texture #declare Fender_Border_Texture = texture{ pigment{ color rgb<1,1,1>*1.3} finish { phong 1} } // end of texture //------------------------------------------------------------------------------------// #include "shapes_lo2/Fender_1.inc" //-------------------------------------------------------------------------------------// object{ Fender_1 ( 0.7, // major radius, 0.2, // minor radius, end radius 0.02, // steal thickness 70, // fender angle, ) // ------------------------- scale <1,1,1>*1 rotate<0,0,0> translate<0,0,0> } //-----------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------//