// POV-Ray 3.6 / 3.7 Scene File "Steel_Lattice_Tower_1_demo.pov" // author: Friedrich A. Lohmueller, 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 Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00,-10.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 10.00, 10.00,-6.00> ; // diagonal view high #declare Camera_Look_At = < 0.00, 3.70, 0.00> ; #declare Camera_Angle = 33; #break #else #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view far #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #end // of "#switch ( Camera_Number )" ----------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ #if (Ultra_Wide_Angle_On = 1) ultra_wide_angle #end 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*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // 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 //------------------------------------------------------------------------ //------------------------------ 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 = <0,-60,0>; // <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 0.75 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 scale 0.55 translate <-0.45,AxisLenY+0.20,-0.05> rotate <0,Text_Rotate.y,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 Text_Rotate scale 0.75 translate <-0.75,0.4,AxisLenZ+0.10> no_shadow } #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------- #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.55,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.0, 7.9, 7.0, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1; #declare RasterHalfLine = 0.04; #declare RasterHalfLineZ = 0.04; //------------------------------------------------------------------------- #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< 0, 0,0> } //------------------------------------------------ end of squared plane XY //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #declare Steel_Lattice_Tower_Texture = texture { pigment{ color rgb< 0.85, 0.82, 0.79 >*0.45 } normal { bumps 0.25 scale 0.015 } finish { phong 1 reflection 0.00} } // end of texture //-------------------------------------------------------------------------- #include "Steel_Lattice_Tower_1.inc" //-------------------------------------------------------------------------- object{Steel_Lattice_Tower_1 ( 7.70, // Tower_Height, // 2.50, // Cross_Beam_H, // 0.85, // BLx, // half width x, // 1.50, // BLz, // half width z, // 0.115, // BR, // main beams radius, // 0.070, // BT, // radius side diagonals, // 0.1, // Sh_X, // shear factor in x, // 0.2, // Sh_Z, // shear factor,in z // ) // ------------------------ texture{ Steel_Lattice_Tower_Texture } rotate<0,0,0> translate< 0.00, 0.00, 0.00 >} //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- // translate<0, 00*Step_1*N,0> scale 1