// POV-Ray 3.6 / 3.7 Example Scene File "missile.pov" // author: Friedrich A. Lohmueller, 2005/Aug-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_1 = camera { angle 65 location < 4.0 , 13.5 ,-5.0> right x*image_width/image_height look_at <-3.5 , 10.9 , 0.0> } camera{Camera_1} // sun --------------------------------------------------------------------- light_source{< 4500,3500,-2500> color White} // sky --------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <1.0,1.0,1.0>] [0.30 rgb <0.0,0.1,1.0>] [0.70 rgb <0.0,0.1,1.0>] [1.00 rgb <1.0,1.0,1.0>] } scale 2 } // end of pigment } //end of skysphere // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane{ <0,1,0>, 0 texture{ pigment {color rgb <0.85,0.6,0.4>} normal {bumps 0.75 scale 0.025 } finish {ambient 0.1 diffuse 0.8 } } // end of texture } // end of plane //-------------------------------------------------------------------------- height_field{ tga "MountLo1.tga" smooth double_illuminate // file types: // gif | tga | pot | png | pgm | ppm | jpeg | tiff | sys // [water_level N] // truncate/clip below N (0.0 ... 1.0) translate<-0.5,-0.001,0> scale<150,7,150> texture{ pigment { color rgb <0.85,0.6,0.4>} normal { bumps 0.75 scale 0.025 } finish { phong 0.1 } } // end of texture rotate<0,0,0> translate<-100,0,0> } // end of height_field ---------------------------------- //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //---------------------------------------------------------------- #macro Wing (Wing_Radius1,Wing_Radius2, Wing_Height, Wing_Sheer) cone { <0,0,0>,Wing_Radius1,<0,Wing_Height,0>,Wing_Radius2 scale <1,1,0.1> matrix< 1 , 0, 0, // shearing in x -Wing_Sheer, 1, 0, 0 , 0, 1, 0 , 0, 0> } // end of cone ------------------------------------- #end //----------------------------------------------------------- //---------------------------------------------------------------- #macro Missile (M_Radius, M_Len, M_Wing_Width, Tail_Scale) union{ sphere { <0,0,0>, M_Radius scale<1.5,1,1> } // end of sphere -------------------------------------- cylinder{ <-(M_Len-Tail_Scale*M_Radius),0,0>,<0,0,0>,M_Radius } // end of cylinder ------------------------------------- sphere { <0,0,0>, M_Radius scale< Tail_Scale,1,1> translate<- (M_Len-Tail_Scale*M_Radius),0,0> } // end of sphere -------------------------------------- // the wings object{ Wing(0.75,0.25, 2.0, 0.35) translate<-M_Len+0.8,0,0>} object{ Wing(1.0,0.4, 3.5, 0.25) rotate < 85,0,0> translate<-M_Len*0.7,-M_Radius/2,0>} object{ Wing(1.0,0.4, 3.5, 0.25) rotate <-85,0,0> translate<-M_Len*0.7,-M_Radius/2,0>} // the engines torus{ 0.8,0.5 rotate<0,0,90> scale<7,1,1>*0.25 rotate<0,3,3> translate<-M_Len*0.85,M_Radius*0.95,-M_Radius/2> } // end of torus ------------------------------- torus{ 0.8,0.5 rotate<0,0,90> scale<8,1,1>*0.25 rotate<0,3,3> translate<-M_Len*0.85,M_Radius*0.95,-M_Radius/2> scale<1,1,-1> } // end of torus ------------------------------- }// end of union #end //----------------------------------------------- end of missile macro object{ Missile(0.5, 6.50, 3.00, 7) texture {pigment { color White *0.75} // Chrome_Metal finish { phong 1 reflection 0.05} } // end of texture rotate<5,0,0> translate<0,10,0> } object{ Missile(0.5, 6.50, 3.00, 7) texture {pigment { color White *0.75} // Chrome_Metal finish { phong 1 reflection 0.05} } // end of texture rotate< 10, 8, 0> translate<-50,10,5> } //------------------------------------------------------------- end