// PoVRay 3.7 Scene File "Plane_00demo.pov" // author: Friedrich A, Lohmueller, Jan-2006/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" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view location <0.0 , 1.0 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 13 // diagonal view location <-17.25 , 2.65 ,-70.0> right x*image_width/image_height look_at <-5.15 , 5.25 , 30.0>} #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{<-1500,2500,-2500> color White} // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.60 rgb <0.20, 0.20, 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<1,1,5.5>*1.5 translate<2,0,35> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 1000 color White*0.7 fog_offset 0.1 fog_alt 7.5 turbulence 0.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------- textures #declare APlane_Outside_Texture = texture { pigment{color Silver} finish { phong 1} } #declare APlane_Wings_Texture = texture { pigment{color Silver} finish { phong 1} } #declare APlane_Inside_Texture= texture { pigment{color White} finish { phong 1 } } #declare Window_Glass = texture{ NBbeerbottle } #declare Blades_Texture = texture { Chrome_Metal finish { phong 1}} #declare Engine_Texture = texture { APlane_Outside_Texture } #declare Undercarriage_Metal = texture { pigment { color Silver} finish { phong 1}} #declare Pneu_Texture = texture { pigment{ color Gray20} finish { phong 1}} //--------------------------------------------------------------------------------------------- #include "Plane_00.inc" //------------------------------------------------------// object{ Plane_00( 5, // Number_of___Blades, 10,// Rotation_Angle___Right, // 15,// Rotation_Angle___Left, // 1, // Rotor_On___Right, // activates rotation blur 1, // Rotor_On___Left, // activates rotation blur Window_Glass, // glass texture without interior APlane_Outside_Texture // airplane texture of the outside, APlane_Inside_Texture, // airplane inside texture Blades_Texture, // Engine_Texture, // Undercarriage_Metal, // Pneu_Texture, // ) //------------------------------------------------------------ // Length over ground: from x = -10.25 to x = +3.75 // total Length over ground 14.00 ; // Height = 4.00 ; rotate<0,0,10> // fix rotation for tail wheel touch down translate<0.50,3.00, 0.00> // fix height for all wheels on the ground //----------------------------------------------------------------------- scale 1 // rotate<0,0,-10> // starting rotate<0, 90-10,0> translate<-3,0,30> } //-------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------// #include "Street_10.inc" // street with center stripes with continuous border lines //-------------------------------------------------------------------------------------// object{ Street_10( 28, // Street_Widthm, // 1000 , // Street_Length, // 0.50, // Stripes_Width, // 4.00, // Stripes_Length // = 0 => continuous line!!! ) //------------------------------------------------------------------// scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, -50.00>} //-------------------------------------------------------------------------------------// //--------------------------------------------------------------------------------------- //---------------------------------------------------------------// #declare Zebra_Texture = texture { pigment{ color rgb< 1, 1, 1>*1.1 } // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 1 reflection 0.00} } // end of texture //---------------------------------------------------------------// #include "Zebra_Stripes_000.inc" //---------------------------------------------------------------// object{ Zebra_Stripes_000( 1.80, // Zebra_Stipe___Width, 20.00, // Zebra_Stipe___Length, 7, // Numbers_of___Stripes, 1 // Symmetric___On ) //-----------------------------------// texture { Zebra_Texture } rotate<0,0,0> scale <1,1,1> translate<0,0.05,35> } //------------------