// POV-Ray 3.6 / 3.7 Scene File "threefold.pov" // author: Friedrich A. Lohmueller, Aug-2005/Jan-2011/April-2013 // 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" //------------------------------------------------------------------------ #declare Camera_0 = camera { perspective angle 11 right x*image_width/image_height location < 0.00, 0.00,-40.0> look_at < 0.00, 0.00, 0.00> } camera{Camera_0} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500, 500,-2500> color White} // 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-0.35,0>,<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 <-0.40,AxisLenY+0.05,-0.05>} #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<1,0.55,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.15, 3.15, 0, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squered plane dimensions #declare RasterScale = 0.5; #declare RasterHalfLine = 0.04; #declare RasterHalfLineZ = 0.04; //------------------------------------------------------------------------- #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]} } finish { phong 0.1} #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{ color White*1.1} finish { phong 0.1}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<-90,0,0> } //------------------------------------------------ end of squered plane XY //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare R0 = 0.07; // minor radius of all tori #declare M = <0,0,0>; // center of the outer circle // Threefold Fish #declare Ra = 3.00-R0; // radius of the outer circle #declare Ri = Ra /(1+2/3*sqrt(3)); // radius of inner circles #declare Mi = <0,-Ra+Ri,0>; // center of the inner circle below #declare S_3_Angle = 210 ; // segment angle torus torus { Ra, R0 texture { pigment{ color rgb<0.4,1,0>} finish { phong 1} } // end of texture scale <1,1,1> rotate<90,0,0> translate M } // end of torus ------------------------------- // 3 torus segments #include "shapes3.inc" //#macro Segment_of_Torus( R_major, R_minor, Segment_Angle) #declare Segment = object{ Segment_of_Torus( Ri, R0, -S_3_Angle) texture { pigment{ color rgb<0.4,1,0>} finish { phong 1} } // end of texture rotate<-90,0, 60> } // end of Torus_Segment(...) ------------------------------------- object{ Segment translate Mi rotate<0,0,0*120>} object{ Segment translate Mi rotate<0,0,1*120>} object{ Segment translate Mi rotate<0,0,2*120>} //------------------------------------------------------------------ end