// POV-Ray 3.7 Scene File "Round_Bottom_Mace_1demo.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" //--------------------------------------------------------------------------------------------------------<<<< //--------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 0.20,-2.00> ; // front view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 35 ; #break #case (1) #declare Camera_Position = < 0.50, 0.30, -0.30> ; // diagonal view #declare Camera_Look_At = < 0.00, 0.18, 0.00> ; #declare Camera_Angle = 55 ; #break #case (2) #declare Camera_Position = < 2.00, 0.20, -0.001> ; // right side view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 25 ; #break #case (3) #declare Camera_Position = < 0.00, 3.00,-0.001> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 15 ; #break #else #declare Camera_Position = < 0.00, 0.20,-2.00> ; // front view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 35 ; #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{< 500,3500,-2500> color White*0.9} light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1>*0.6 ]//White [0.1 color rgb<0.24,0.34,0.56>*0.8]//~Navy [0.9 color rgb<0.24,0.34,0.56>*0.8]//~Navy [1.0 color rgb<1,1,1>*0.6 ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ fog { fog_type 2 distance 2 color White*0.6 // rgb<1,0.89,0.7>*0.9 fog_offset 0.0 fog_alt 0.1 turbulence 1.8 } //------------------------------ 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 -------------------------------- #declare Text_Rotate = <10,-45,0>; 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 Text_Rotate scale 0.5 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 Text_Rotate scale 0.5 translate <-0.85,AxisLenY+0.20,-0.05> 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 Text_Rotate 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( 2.5, 13.8 , 8.5 , Texture_A_Dark, Texture_A_Light) scale 0.025} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.05; #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 0.25 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 Round_Bottom_Mace_Texture = texture { pigment{ color rgb< 1, 1, 1.00> } // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare D = 0.000001; #declare Glass_D = 0.004*1; #declare Neck_Fillet = 0.050*1; // > 0 !!! #declare Bowl_Radius = 0.100*1; #declare Neck_Radius = 0.030*1; #declare Neck_Length = 0.100*1; //--------------------------------- #include "Round_Bottom_Mace_1.inc" //--------------------------------- object{ Round_Bottom_Mace_1 ( // A round-bottom flask shape // declares: Total_Height_of_Mace Neck_Fillet, // > 0 // neck base fillet // Hohlkehle Bowl_Radius, // base bowl radius Neck_Radius, // neck radius Neck_Length, // 0=non; neck linear length 1, // 1 for transparent materials, else: 0 ) //----------------------------------------------------------------- texture{ Round_Bottom_Mace_Texture } scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00> } // end of object //---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------