// POV-Ray 3.7 Scene File "Ribbon_Cable_2.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 = <20.00, 20.00,-17.00> ; // front view #declare Camera_Look_At = < 6.50, 2.00, 7.00> ; #declare Camera_Angle = 43 ; #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 = < 7.00, 33.00,-8.00> ; // front view #declare Camera_Look_At = < 3.00, 1.00, 11.50> ; #declare Camera_Angle = 60 ; #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 <-0.45,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 0.75 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( 6, 5, 18, Texture_A_Dark, Texture_A_Light) scale 2} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #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 ---------------------------- //-------------------------------------------------------------------------- #declare Color_Type = 1 ;// 0 = gray with pin1=red, 1 = rainbow ribbon cable #declare Number_of_Ways = 10; #declare Wire_R = 0.30 ; // radius of cable + insulation #declare Distance_of_Ways = 1.27/2; // 0.025 inch // --------------------------------------------------------------------- #declare Ribbon_Spline = // avoid any vertical parts spline { natural_spline -0.25, < 0.0,-5, -1>, 0.00, < 0.0, 0.0, 0>, 0.25, < 0.0, 5.0, 4>, 0.50, < 1.5, 6.0,12>, 0.75, < 8.0, 4.0,18.0>, 1.00, <15.0, 5.0,20>, 1.25, <20.0, 5.0,19.4> } // --------------------------------------------------------------------- textures #ifndef ( Cable_Base_Texture ) #declare Cable_Base_Texture = texture{ pigment{ color rgb <1,1,1>*0.5} finish { phong 0.3} } #end //------------------------------------------ //------------------------------------------------------------------------------ // rainbow ribbon cable "hippie cable": // Brown is pin 1 or pin 11 or pin 21, etc. Red is pin 2 or pin 12 or pin 22, etc #macro Cable_Color ( Color_Number ) #switch( Color_Number ) #case(1) color rgb< 0.30,0.12,0.08> #break // brown #case(2) color rgb <0.60,0.00,0.00> #break // red #case(3) color rgb <0.70,0.35,0.00> #break // orange #case(4) color rgb <0.80,0.70,0.00> #break // yellow #case(5) color rgb <0.00,0.50,0.00> #break // green #case(6) color rgb <0.00,0.10,0.80> #break // blue #case(7) color rgb <0.20,0.00,0.60> #break // violet #case(8) color rgb <0.25,0.25,0.25> #break // grey #case(9) color rgb <0.70,0.70,0.70> #break // white #case(10) color rgb <0.00,0.00,0.00> #break // black #else color rgb <1,1,1>*0.45 #break// light grey #end // end of switch #end // end of macro Cable_Color( Color_Number ) //--------------------------------------------------------------- //--------------------------------------------------------------- #declare Ribbon_Silhuette = // in z-direction union{ // ------------------------------------------------ #local Nr = 0; #local EndNr = Number_of_Ways; #while ( Nr < EndNr ) sphere{ <0,0,0>,Wire_R #if ( Color_Type = 0 ) #if (Nr = 0) texture{ pigment{ Cable_Color( 2 )} finish { phong 1 reflection 0.05} } #else texture{ pigment{ Cable_Color( 0 )} finish { phong 1 reflection 0.05} } #end #end #if ( Color_Type = 1 ) texture{ pigment{ Cable_Color( mod((Nr),10)+1 )} finish { phong 1 reflection 0.05} } #end translate } // ---------------------------------------------- #local Nr = Nr + 1; #end // of loop cylinder{ <0,0,0>,<(Number_of_Ways-1)*Distance_of_Ways,0,0>,Wire_R/2 texture{ Cable_Base_Texture } } // ---------------------------------------------- translate<-0.5*(Number_of_Ways-1)*Distance_of_Ways,0,0> } // end of union ---------------------------------------------- //--------------------------------------------------------------- // Don't forget, if not included before! //#include "transforms.inc" // for Spline_Trans macro by Rune S. Johansen. //--------------------------------------------------------------- union{ #local Nr = 0; // start #local EndNr = 1; // end #while (Nr <= EndNr) object {Ribbon_Silhuette Spline_Trans( Ribbon_Spline, // SplineName, Nr, // TimeValue, y, // Upwards, 0.05, // ForeSight, 0.70 // Banking ) } // end of object #local Nr = Nr + 0.001; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,0.0,0> } // end of union ---------------------------------------- // markers // start sphere { <0,0,0>,0.25 pigment{ rgb<0.5,1,0>}} // end cylinder{<0,0,0>,<0,5,0>,0.25 translate <15, 0,20> pigment{ rgb<0.5,1,0>}}