// POV-Ray 3.7 Scene File "Ribbon_Cable_1.pov" // author: Friedrich A. Lohmueller, Sept-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_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,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #case (1) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = <13.00, 20.00,-17.00> ; // front view #declare Camera_Look_At = < 7.50, 1.00, 6.00> ; #declare Camera_Angle = 55 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #case (2) #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 #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #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 #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #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{< 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 -------------------------------- 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( 8, 5, 10, Texture_A_Dark, Texture_A_Light) scale 2} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 2.0; #declare RasterHalfLine = 0.03; #declare RasterHalfLineZ = 0.03; //------------------------------------------------------------------------- #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 { 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 XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------- //--------------------------------------------------------------- // radius of cable + insulation: #declare Wire_R = 0.40 ; //--------------------------------------------------------------- // spline: #declare Ribbon_Spline = // avoid any vertical parts !!!! spline { natural_spline -0.25, < 0.0,-5.0,-1.0>, 0.00, < 0.0, 0.0, 0.0>, // start 0.25, < 0.0, 5.0, 4.0>, 0.50, < 1.5, 6.0,12.0>, 0.75, < 8.0, 4.0,18.5>, 1.00, <15.0, 5.0,20.0>, // end 1.25, <20.0, 5.0,19.4> } //--------------------------------------------------------------- union{ #local Nr = 0; // start #local EndNr = 1; // end #while (Nr <= EndNr) sphere{ <0,0,0>, Wire_R texture{ pigment{ color rgb <1,0.3,0>} finish { phong 1} } // end of texture translate Ribbon_Spline(Nr) } // end of sphere #local Nr = Nr + 0.05; // next Nr #end // --------------- end of loop } // end of union ---------------------------------------------- //--------------------------------------------------------------- //--------------------------------------------------------------- //--------------------------------------------------------------- // markers // start sphere { <0,0,0>,0.6 scale<1,0.2,1> pigment{ rgb<0.5,1,0>}} // end cylinder{ <0,0,0>,<0,5,0>,0.25 pigment{ rgb<0.5,1,0>} translate <15, 0,20> } //--------------------------------------------------------------- //---------------------------------------------------------------