// POV-Ray 3.6 / 3.7 Scene File "Erlenmeyer_Flask_1_demo.pov" // author: Friedrich A. Lohmueller, Feb-2010/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 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, -1.00> ; // front view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 7 ; #break #case (1) #declare Camera_Position = < 0.50, 0.35, -0.50> ; // diagonal view #declare Camera_Look_At = < 0.00, 0.16, 0.00> ; #declare Camera_Angle = 25; #break #else #declare Camera_Position = < 0.00, 0.20, -1.00> ; // front view #declare Camera_Look_At = < 0.00, 0.20, 0.00> ; #declare Camera_Angle = 7 ; #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{<1000,2500,-2500> color White*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.30, 1.0>*0.9] [0.50 rgb <0.20, 0.30, 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 5 color color rgb<0.24,0.34,0.56>*0.9 //White fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } //------------------------------ 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 -------------------------------- #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 0.45 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} scale 0.5 translate <-0.45,AxisLenY+0.20,-0.00> rotate Text_Rotate 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 <-0.65,0.0,AxisLenZ-0.15> no_shadow } #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} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1; #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>*0.8] [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 White*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} // rotate<-90,0,0> } //------------------------------------------------ end of squared plane XY //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #declare Glass_D = 0.002; #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_Flask_1.inc" //-------------------------------------------------------------------------------------// object{ Erlenmeyer_Flask_1( Glass_D, // 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,// 1, // Merge_On, // 1 for transparent materials ) //------------------------- material{ //----------------------------------------------------------- texture { pigment{ rgbf <0.98, 0.98, 0.98, 0.9> } normal { bumps 0.15 scale 0.03} finish { diffuse 0.1 reflection 0.2 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------------------------- interior{ ior 1.5 caustics 0.5 } // end of interior ------------------------------------------ } // end of material ---------------------------------------------------- scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.0001, 0.00>} //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------