// PoVRay 3.6 / 3.7 Scene File "Column_Kernel_01_1.pov" // author: Friedrich A. Lohmueller, Dec-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 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #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_0} // sun --------------------------------------------------------------------- light_source{<-1500,2500,-2500> color White} // sky --------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <1.0,1.0,1.0>] [0.30 rgb <0.0,0.1,1.0>] [0.70 rgb <0.0,0.1,1.0>] [1.00 rgb <1.0,1.0,1.0>] } scale 2 } // end of pigment } //end of skysphere // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane{ <0,1,0>, 0 texture{ pigment{ color rgb <0.825,0.57,0.35>} normal { bumps 0.75 scale 0.025 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // ------------------------------------------------------------- A Ripped Column Kernel // ---------------------------------------------------- "Column_01(...)" marcro #macro Column_Kernel_01 ( Column_Kernel_Height___, // Column_Subdivision___, // C_Base_Radius___, C_Top_Radius___ ) //--------------------------------- //------------------------------------------------------------------------------------ #local Rip_Top_R___ = 2*pi*C_Top_Radius___ /Column_Subdivision___*1/sqrt(2); #local Rip_Base_R___ = 2*pi*C_Base_Radius___/Column_Subdivision___*1/sqrt(2); #local Rip_Top_Distance___ = C_Top_Radius___ +Rip_Top_R___ *1/sqrt(2); #local Rip_Base_Distance___= C_Base_Radius___ +Rip_Base_R___*1/sqrt(2); #local R_over = +Rip_Base_R___*0.1; // ----------------------------------------------------------------------------------- difference{ // column kernel cone { <0,0,0>,C_Base_Radius___,<0,Column_Kernel_Height___,0>,C_Top_Radius___ } // end of cone ----------------------------------- #local Nr = 0; // start #local EndNr = Column_Subdivision___; // end #while (Nr< EndNr) cone{ , Rip_Base_R___, , Rip_Top_R___ rotate<0,Nr * 360/EndNr,0> } // end of cone ----------------------------------- #local Nr = Nr + 1; // next Nr #end // --------------- end of loop } // end of difference #end //------------------------------------------------------------------ end of macro //------------------------------------------------------------------------------------ //----------------------------------------------------------------------- //----------------------------------------------------------------------- #declare Stone_Texture = // Column kernel stone texture texture { T_Grnt16 normal { agate 0.35 scale 0.05} finish { phong 0.2 } scale 1 } // end of texture #declare Column_Kernel_Texture = // with vertical subdivisions texture { gradient<0,1,0> scale <1,0.67,1> turbulence 0.01 texture_map{ [0.00 Stone_Texture ] [0.001 pigment{ color rgb <1,1,1>*0.1} ] [0.005 pigment{ color rgb <1,1,1>*0.1} ] [0.006 Stone_Texture ] [1.00 Stone_Texture ] } // end of texture_map } // end of texture ------------------------------------ //----------------------------------------------------------------------- //----------------------------------------------------------------------- object{ Column_Kernel_01 ( 2.00, // Column_Total_Height, // 16, // Column_Subdivision, // integer ~ 16 0.30, // Column_Base_Radius, 0.20 // Column_Top_Radius, ) //--------------------------------- texture { Column_Kernel_Texture} scale<1,1,1> rotate< 0,0,0> translate<0,0,0> } // end of "Column_01(...) --------------------------------------- //------------------------------------------------------------------- end