// POV-Ray 3.6 / 3.7 Scene File "Cheese_03.pov" // author: Friedrich A. Lohmueller, Dec-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" //--------------------------------------------------------------------------------------------------------<<<< #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 0.30, -1.50> ; // front view #declare Camera_Look_At = < 0.00, 0.30, 0.00> ; #declare Camera_Angle = 45 ; #break #case (1) #declare Camera_Position = <-1.00, 1.00,-1.00> ; // diagonal view #declare Camera_Look_At = < 0.15, 0.06, 0.00> ; #declare Camera_Angle = 14 ; #break #case (2) #declare Camera_Position = <-2.00, 0.50, 0.00> ; // right side view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 45 ; #break #else #declare Camera_Position = < 0.00, 0.30, -1.50> ; // front view #declare Camera_Look_At = < 0.00, 0.30, 0.00> ; #declare Camera_Angle = 45 ; #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 -------------------------------- #declare T_Rotate = <20,45,0>; 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} rotate T_Rotate scale 0.5 translate no_shadow} #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} rotate T_Rotate scale 0.5 translate <-0.75,AxisLenY+0.50,-0.10> no_shadow} #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} rotate T_Rotate scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow} #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( 6.6, 3.25, 1.25, Texture_A_Dark, Texture_A_Light) scale 0.07 } //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //------------------------------------------------------------------------- #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 ---------------------------- //-------------------------------------------------------------------------- //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- #include "shapes_lo.inc" //------------------------------------------------- #declare Cheese_Texture = texture { pigment{ color rgb< 1.0, 0.85, 0.35> } // deep yellow normal { bumps 0.1 scale 0.015 } finish { phong 1 reflection 0.03} } // end of texture //------------------------------------------------- #declare Cheese_R_ = 0.30; // radius #declare Cheese_H_ = 0.15; // height #declare Cheese_Border_R_ = 0.05; #declare Cut_Angle_ = 30; // degrees #local Max_D = Cheese_H_/4; // distance #local Max_Num_X = int(Cheese_R_/Max_D)-0.5; #local Max_Num_Y = max(1,int(Cheese_H_/Max_D)-0.5); //----------------------------------------------------------------------------------- #declare Rnd_ = seed( 17926 ); //----------------------------------------------------------------------------------- #declare Cheese_Shape_ = object{ Round_Cylinder(<0,0,0>, <0,Cheese_H_,0>, Cheese_R_, Cheese_Border_R_,0)} //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- difference{ // 2 object{ Segment_of_Object (Cheese_Shape_, Cut_Angle_)} #local NrX = 0.75; // outer loop x #while (NrX < Max_Num_X) #local NrY = 0.5; // inner loop y #while (NrY < Max_Num_Y) sphere{ <0,0,0>,Max_D/2 scale< 1+0.5*(rand(Rnd_)), 1-0.25*(rand(Rnd_)), 1+0.5*(0.5-rand(Rnd_))> translate<(NrX+0.5)+0.65*(0.5-rand(Rnd_)), (NrY+0.5)+1*(0.5-rand(Rnd_)),0.25*(0.5-rand(Rnd_))>*Max_D rotate<0,Cut_Angle_,0> } // ------- end sphere sphere{ <0,0,0>,Max_D/2 scale< 1+0.5*(rand(Rnd_)), 1-0.25*(rand(Rnd_)), 1+0.5*(0.5-rand(Rnd_))> translate<(NrX+0.25)+0.85*(0.5-rand(Rnd_)), (NrY+0.25)+1.25*(0.5-rand(Rnd_)),0.25*(0.5-rand(Rnd_))>*Max_D rotate<0,0,0> } // ------- end sphere #local NrY = NrY + 1; // next Nr y #end // --------------- end of inner loop y #declare NrX = NrX + 1; // next Nr x #end // --------------- end of outer loop x texture { Cheese_Texture } } //--------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------