// POV-Ray 3.7 Scene File "star0.pov" // author: Friedrich A. Lohmueller, Aug-2005/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" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera0 = camera { angle 35 // front view location <0.0 , 1.0 ,-10.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera1 = camera { angle 50 // diagonal view location <5.0 , 5.0 ,-5 > right x*image_width/image_height look_at <0.0 , 0.5 , 0.0 >} #declare Camera2 = camera { angle 35 // right side view location <10.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera3 = camera {angle 10 // top view location <0.0 , 30.0 ,-0.01> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera1} // sun --------------------------------------------------------------------- light_source{< 1000,2500,-1500> color White} // sky --------------------------------------------------------------------- sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> scale 2 color_map{[0.0 color rgb<1,1,0.9> ] [0.5 color rgb<1,0.8,0>] [1.0 color rgb<1,1,0.9> ]} quick_color White } finish {ambient 1 diffuse 0} } scale 10000} //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #declare FloorTex = //half transparent checkered ground texture { pigment{ checker color rgbf<1,1,1,0.8>*1.1 color rgbf<1.0,1.0,1,0.05>*1.2 } finish { reflection 0.0} } plane{<0,1,0>, 0 texture{FloorTex scale 1}} //-------------------------------------------------------------------------- #macro Axis_( AxisLen, RedTexture,WhiteTexture) union{ cylinder {<0,-3*AxisLen,0>,<0,AxisLen,0>,0.05 texture{checker texture{RedTexture} texture{WhiteTexture} translate<0.1,0,0.1>}} cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{RedTexture}} } // end of union #end // of macro "Axis( )" //-------------------------------------------------------------------------- #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, TexRed, TexWhite) //-------------------------- drawing 3 axes -------------------------------- union{ object{Axis_(AxisLenX, TexRed, TexWhite) rotate< 0,0,-90>} // x axis object{Axis_(AxisLenY, TexRed, TexWhite) rotate< 0,0, 0>} // y axis object{Axis_(AxisLenZ, TexRed, TexWhite) rotate<90,0, 0>} // z axis //---------------------- names of the axes --------------------------------- text{ ttf"arial.ttf", "x", 0.15, 0 texture{TexRed} scale 0.5 translate } text{ ttf"arial.ttf", "y", 0.15, 0 texture{TexRed} scale 0.5 translate <-0.75,AxisLenY+0.10,-0.00>} text{ ttf"arial.ttf", "z", 0.15, 0 texture{TexRed} scale 0.5 translate <-0.25,0.3,AxisLenZ+0.40>} } // end of union #end// of macro //-------------------------------------------------------------------------- object{AxisXYZ (2.5,2.5,4.7, texture{ pigment{rgb<1,0.45,0>} finish{ phong 1}}, texture{ pigment{rgb<1, 1, 1 >} finish{ phong 1}}) scale 1 } // end of axes //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare Ray_Profile = box { <-1,-1,-1>,< 1,1,1> scale <1,1,1>*sqrt(2) texture { pigment{ color rgb<0.5,1.0,0.0>*1.0} finish { phong 1} } // end of texture rotate<0,0,45> scale <1,0.36,1> rotate< 45,0,0> } // end of box --------------------------------------- #declare Ray = intersection{ object{ Ray_Profile } object{ Ray_Profile scale<1,1,-1>} box{ <-2,-1,-1>,<0,1,1> texture { pigment{ color rgb<1,0.0,0.3>} finish { phong 1} } // end of texture inverse }// end of box scale<1,0.5,0.5> } //---------------------------------------------------------- union{ #local Nr = 0; // start #local EndNr = 5; // end #while (Nr< EndNr) object{Ray rotate<0,Nr * 360/EndNr,0>} #local Nr = Nr + 1;// next Nr #end // ------------- end of loop rotate<0,0,0> translate<0,0,0>} // end of union //------------------------------------------------------- end