// POV-Ray 3.6 / 3.7 Scene File "povhouse2.pov" // author: Friedrich A. Lohmueller, 2004/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" //------------------------------------------------------------------------ #declare Camera_1 = camera { angle 12.5 location <20.0 , 20.0 ,-30.0> right x*image_width/image_height look_at <1.0 , 1.5 , 2.0> } camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<-1500,2500,-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-1,0>,<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 <-0.75,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 0.5 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<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4.5, 4.5, 11, Texture_A_Dark, Texture_A_Light) no_shadow} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squered plane dimensions #declare RasterScale = 1.0; #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]} } finish { ambient 0.15 diffuse 0.85} #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{ color White*1.3} finish { phong 0.1}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squered plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare Hx = 2.00; #declare Hy = 3.50; #declare Hz = 4.00; #declare Roof_Angle = 38; #declare Wall_D = 0.20 ;// the thickness of the Wall #declare Roof_D = 0.10; // the thickness of the roof #declare Roof_O = 0.20; // overhang #declare Roof_L = Hx+0.80;// try it !!! #declare Wall_Texture_1 = texture { pigment{ color White*1.2} normal { bumps 0.5 scale 0.005} finish { phong 1} } // end of texture #declare Wall_Texture_2 = texture { pigment{ color White*1.2} finish { phong 1} } // end of texture #declare Roof_Texture = // layered texture!!! texture { pigment{ color Scarlet*1.3} normal { gradient z scallop_wave scale<1,1,0.15>} finish { phong 1} } // end of texture texture { pigment{ gradient x color_map{[0.00 color Clear] [0.90 color Clear] [0.95 color White*0.1] [1.00 color White*0.1]} scale 0.25} finish { phong 1} } // end of texture //-------------------------------------------------------- // the walls caved out ----------------------- the Walls intersection{ box { <-Hx,0,0>,< Hx,Hy,Hz> texture {Wall_Texture_1} // no_shadow } // end of box --------- plane{ <0,1,0>,0 texture {Wall_Texture_1} rotate<0,0,Roof_Angle> translate<0,Hy,0> } plane{ <0,1,0>,0 texture {Wall_Texture_1} rotate<0,0,-Roof_Angle> translate<0,Hy,0> } // inside caved out box { <-Hx+Wall_D,0.10,Wall_D>, texture {Wall_Texture_2} inverse } }// end of intersection ------------------------- end of Walls // the Roof box { < -Roof_L, 0.00, -Roof_O>,< Roof_D/2, Roof_D, Hz+Roof_O> texture {Roof_Texture translate<-0.05,0,0>} rotate<0,0, Roof_Angle> translate<0,Hy,0> } box { < -Roof_L, 0.00, -Roof_O>,< Roof_D/2, Roof_D, Hz+Roof_O> texture {Roof_Texture translate<-0.05,0,0>} rotate<0,0, Roof_Angle> translate<0,Hy,0> scale<-1,1,1> } //------------------------------------------------- end of Roof //----------------------------------------------------------end