// POV-Ray 3.6 / 3.7 Scene File "Candle_2_demo.pov" // author: Friedrich A. Lohmueller, 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_Number = 1 ; //-------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Position = < 5.00, 5.00,-5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 45 ; #break #else #declare Camera_Position = < 0.00, 1.00, -5.00> ;// front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #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{<1500,2500,-2500> color White*0.05} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.05} // flash light // 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 //------------------------------------------------------------------------ // 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>*0.3] [0+HLine color rgbt<1,1,1,0>*0.3] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.3] [1.000 color rgbt<1,1,1,0>*0.3]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.2} finish { phong 1 }} 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 ---------------------------- //-------------------------------------------------------------------------- //------------------------------------------------------------------ optional textures #declare Candle_Texture = texture{ pigment{ rgb<1,1,0.95>*1.3} normal { bumps 0.15 scale <0.05,0.1,0.05>*2} finish { reflection {0.02}} } // end texture #declare Candle_Wax_Liquid_Texture = texture{ pigment{ rgbf<1,0.9,0.6,0.05>*1.3} normal { bumps 0.15 scale <0.05,0.1,0.05>*2} finish { reflection {0.30}} } // end texture // ------------------------------------------------------------------------------------- #include "Candle_2.inc" // ------------------------------------------------------------------------------------- object{ Candle_2( 0.3, // Shining_On, 0= off, >0 = intensity of candle light 0, // Flame_Shadow, // >0 = intensity ; 0 = off 1.0, // Candle_Height, relative to diameter (d=1) 1.2, // Candle_Intensity, 0.7 // Candle_Flame_Scale 4, // Fade_Distance, // 3 ~ 5 3 // Fade_Power // 2,3,4 ) // ------------------------- scale 1 rotate<0,0,0> translate<0.50,0,0.50> } // ------------------------------------------------------------------------------ //--------------------------------------------------------------------------------------- object{ Candle_2( 0.3, // Shining_On, 0= off, >0 = intensity of candle light 0, // Flame_Shadow, // >0 = intensity ; 0 = off 1.5, // Candle_Height, relative to diameter (d=1) 1.2, // Candle_Intensity, 0.7 // Candle_Flame_Scale 4, // Fade_Distance, // 3 ~ 5 3 // Fade_Power // 2,3,4 ) // ------------------------- scale 1 rotate<0,0,0> translate<-0.70,0,0> } // ------------------------------------------------------------------------------ //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------