// POV-Ray 3.6 / 3.7 Scene File "Tube_Stopcock_000_demo.pov" // author: Friedrich A. Lohmueller, June-2009/Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.05 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_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 50 // diagonal view location < 3.50, 4.00,-4.00> right x*image_width/image_height look_at < 0.15, 0.750, 0.00> } #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{<1000,1500,-2500> color White*0.9} // sun light light_source{<3.50,4.00,-4.00> 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 //------------------------------------------------------------------------ //------------------------------ 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 -------------------------------- 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} scale 0.5 translate } #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 <-0.75,AxisLenY+0.50,-0.10>} #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} scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10>} #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( 3.5, 2.5, 7, Texture_A_Dark, Texture_A_Light) scale 0.5 no_shadow} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.5; #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 { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} no_shadow } plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.1} finish {ambient 0.45 diffuse 0.85}} translate<0,-1,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- // ------------------------------------------- optional textures #declare Tube_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.75 } normal { pigment_pattern{radial frequency 120 ramp_wave color_map {[0.0, rgb 0] [0.5, rgb 0.05] [1.0, rgb 0]} rotate<90,0,0> scale 0.5} 0.05} // normal { bumps 0.01 scale <0.005,0.15,0.15> } finish { phong 1 reflection 0.00} } // end of texture #declare Tube_Inside_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.55 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Flange_Texture_1 = texture { pigment{ color rgb< 1, 1, 1>*0.75 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Flange_Texture_2 = texture { pigment{ color rgb< 1, 1, 1>*0.65 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Flange_Hole_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.55 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Nut_Texture_1 = texture { pigment{ color rgb< 1, 1, 1>*0.75 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Nut_Texture_2 = texture { pigment{ color rgb< 1, 1, 1>*0.55 } normal { bumps 0.015 scale 0.005 } finish { phong 1 reflection 0.00} } // end of texture #declare Test_Tube_Texture = texture { pigment { color rgb<1,0.7,0>} //normal { bumps 0.5 scale <0.25, 0.005,0.005>} finish { phong 0.5 reflection 0.00 } } // end of texture //------------------------------------------------------------------------------- #include "Tube_Round_000.inc" //------------------------------------------------------------------------------- #declare Tube_Rmaj1 = 1.20; #declare Tube_R1 = 0.500; #declare Tube_R2 = 0.400; #declare T_D = 0.015; #declare Flange_R1 = 0.650; #declare Flange_D = 0.050; #declare Flange_Border_Radius = 0.01; #declare Tube_L1 = 5; #declare Tube_90 = object{ Tube_Round_000 ( 90, // Tube_Angle Tube_Rmaj1, // T_Rmaj, // tube major radius around z (lefthanded!) T_D, // T_D, // tube material thickness Tube_R1, // T_R, // radius Flange_R1, // F_R, // flange radius Flange_D, // F_D, // flange thickness Flange_Border_Radius, // FB_R, // Flange_Border_Radius 1, // Nuts_ON // 0 = no nuts but holes; 1 = nuts - no holes 0.065, // Nut_Scale 16, // Number_of_Nuts ) // ------------------------------------ }//-------------------------------------------------------------------------- //-------------------------------------------------------------------------------- // ------------------------------------------- optional textures #declare Tube_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.75 } normal { bumps 0.005 scale <0.005,0.15,0.15> } finish { phong 1 reflection 0.00} } // end of texture //------------------------------------------------------------------------------- #include "Tube_Linear_000.inc" //------------------------------------------------------------------------------- #declare Tube_Lin1= object{ Tube_Linear_000 ( Tube_L1 , // T_L, // tube lenght in x T_D, // T_D, // tube material thickness Tube_R1, // T_R, // radius Flange_R1, // F_R, // flange radius Flange_D, // F_D, // flange thickness Flange_Border_Radius, // FB_R, // Flange_Border_Radius 1, // Nuts_ON // 0 = no nuts but holes; 1 = nuts - no holes 0.065, // Nut_Scale 16, // Number_of_Nuts ) // ------------------------------------ }//-------------------------------------------------------------------------- //-------------------------------------------------------------------------------- #include "Tube_Stopcock_000.inc" //-------------------------------------------------------------------------------- // all together //-------------------------------------------------------------------------- object{ Tube_Stopcock_000( // total length in z: 4*R1 / in x+: 2*R1 Tube_R1, // R1, // main tube radius: 1 ~ 0.25 Tube_R2, // R2, // side tube radius: 1.5 ~ 0.20 T_D, // Tube_D, // tube material thickness 0.15, // Blobfactor; // 0.1~0.002 ; maximum = 0.20 !! 0.05, //R_Correction, // ~ Blobfactor/5 0, // Test_End_Cylinders_ON=1; off=0 Flange_R1-Tube_R1, // flange radius add Flange_D, // F_D, // flange thickness Flange_Border_Radius, // FB_R, // Flange_Border_Radius 1, // Nuts_ON, // 0 = no nuts but holes; 1 = nuts - no holes 0.085, // Nut_Scale, // ~0.035 12, // Number_of_Nuts, // ~ 16, 1,// Side_End_Cover_ON, 1,// Stopcock_wheel_ON 20,// Stopcock_wheel_Rotation_Angle // wheel sitzes 0.05, // Wheel_Rmin, 0.55, // Wheel_Rmaj, 0.35, // Wheel_Axis_Len, ) // ----------------------------------------------- rotate <0,0,90> rotate <0,90,0> } // ----------------------------------------------------------------- //-------------------------------------------------------------------------- union{ object{ Tube_90 rotate<90,90,0 > } object{ Tube_Lin1 rotate<0,-90,0> translate<-Tube_Rmaj1, 0,0*Tube_L1> } object{ Tube_Lin1 rotate<0,-90,0> translate<-Tube_Rmaj1, 0,1*Tube_L1> } object{ Tube_Lin1 rotate<0,-90,0> translate<-Tube_Rmaj1, 0,2*Tube_L1> } translate< -4*Tube_R1,0,Tube_Rmaj1 > }// object{ Tube_Lin1 rotate<0,0,0> translate< 4*Tube_R1 , 0,0*Tube_L1> } //--------------------------------------------------------------------------