POV-Ray : Newsgroups : povray.animations : Here is the scene file contents ann refuses to appear in : Here is the scene file contents ann refuses to appear in Server Time
29 Apr 2024 14:27:13 EDT (-0400)
  Here is the scene file contents ann refuses to appear in  
From: melo
Date: 20 Mar 2008 17:00:01
Message: <web.47e2dddb3e0fc8b5314b3d800@news.povray.org>
it could be something as simple as camera and lights not being compatible with
what PovPerson likes, however I was unable to trace it down.  could you see if
it jumps at you?
Thanks,
Meltem
==============================================================================
#include "functions.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "colors.inc"
#include "woods.inc"
#include "textures.inc"
#include "povperson.inc"

// Copied from textures after commenting out indicated lines
#declare LBlue = rgb <0.0, 0.6, 0.6>;
#declare Vein  = rgb <0.6, 0.0, 0.0>;
//These variables commented out to avoid possibility of name clashes
#declare Blood_Marble_Map =
color_map {
    [0.0 color 0]
    [0.8 color rgb <0.0, 0.6, 0.6>]
    [0.9 color rgb <0.6, 0.0, 0.0>]
    [0.8 color LBlue]
    [0.9 color Vein]
    [1.0 color 0]
}
#declare Blood_Marble =
pigment {
    marble
    color_map { Blood_Marble_Map }
    turbulence 2.3
}
#include "transforms2.inc"


//#declare V_WorldBoundMin = <-1.000000, -1.000000, -1.000000>;
//#declare V_WorldBoundMax = <1.000000, 1.000000, 1.000000>;
/*======================================================================
                        .
    approach1  z   -30  . -15      0      15     30
                          |        |       |
    x               +===|=========================+
    ^               |\|/           ^ lookat     \||
 \  |               |-O-5          |           6-O|
  \1|6              |/|\           .            /||
 --\+----> z        |             \|/             |
    \ |-5           |             -O-4            |
    |\|-angle A=    |             /|\             | 40ft
      + atan(7/5)   |              |              |
                    |              |              |
 The same direction |              |              |
 will intersect far |            camera           |
 wall at            |                             |
                    +=============[O]=============+
 tan(A)= x/35              30ft    x      30ft
                      \|/          ^          \|/
 x=35*tan(atan(7/5))  -O-0         |         1-O-
                      /|\          |          /|\
 x=49                        ------+------> z    [O]
                                   |
                      approach1   \|/                                  }
                      coordinate 3-O-             y axis comes toward me
                      system      /|\
                      lights outside are for approach 1.
======================================================================*/

#macro Lights_And_Camera( N )
   #declare P_light0 = light_source // light0
   {
 <10, 20, -20>
 color rgb <0.800000, 0.800000, 0.800000>
   }

   #declare P_light1 = light_source // light1
   {
 <10, 20, 20>
 color rgb <0.700000, 0.700000, 0.700000>
   }

   #declare P_light2 = light_source // light2
   {
 <40, 20, 0>
 color rgb <1.00, 1.00, 1.00>
   }

   #declare P_light3 = light_source // light3  same level as camera
   {
 <-10, 10, 0>
 color rgb <1.00, 1.00, 1.00>
   }

   #if (N >= 4)
      // add lights 4, 5, and 6 inside depending on how many lights are
requested

   #end

   #declare Lights =
   union{
      object{ P_light0 }
      object{ P_light1 }
      object{ P_light2 }
      object{ P_light3 }
   }

   #declare P_camera0 = camera // camera0
   {
 location   <20.000000,  10.000000, 0>
 direction  <60.000000, 10.000000, 0.000000>// <1.000000, 10.000000, 0.000000>
 sky        <0.000000, 1.000000, 0.000000>
 up         <0.000000, 1.000000, 0.000000>
 right      <1.333333, 0.000000, 0.000000>
 look_at    <60.000000, 10.000000, 0.000000>// <60.000000, 10.000000, 0.000000>
 angle      150.0
   }

Lights
camera{ P_camera0 }
#end // macro  Lights_And_Camera

#macro Build_Stage( Back_Wall_D, Left_Wall_D, Right_Wall_D, Mirror_Reflection,
Floor_Reflection, Wall_Pigment  )
   #local Wood_Floor =
     plane { y, 0
        texture{ T_Wood4 } // pigment{ DMFLightOak }
        //translate <-.5,-.5, 0>
        finish {
           ambient 0.2
           diffuse 0.75
           reflection Floor_Reflection
        }
     };


   // dojo is a 60ft by 40ft room 20ft high.  60ft wall has a mirror
   // Left handed coordinate system is 20 ft before the entarance to the room
   // See plan in camera
   #local Stage =
      union{
         object { Wood_Floor }
         // mirrored back wall   Right across from the camera for approach 1
         plane { <-1, 0, 0>,  Back_Wall_D
            //pigment{ Blood_Marble }
            pigment { color <0.1, 0.1, 0.1> } //DimGray }
               finish {
               ambient 0.2
               diffuse 0.75
               reflection Mirror_Reflection
            }
         }
         // side walls
         plane { <0, 0, 1.0>, Left_Wall_D } // wall on left
         plane { <0, 0, -1.0>, Right_Wall_D  } // wall on right
         pigment{ Wall_Pigment } // Blue_Agate } // White_Marble  Blood_Marble }
Blue_Agate color < 0, 0.8 0.9>  }
      };

   Stage
#end // macro Build_Stage


#declare Back_Wall_D = -60;
#declare Left_Wall_D = -30;
#declare Right_Wall_D = 30;
#declare Mirror_Reflection = 1.0;
#declare Floor_Reflection = 0.15;
#declare Wall_Pigment = Blood_Marble;

#declare Dojo = Build_Stage( Back_Wall_D, Left_Wall_D, Right_Wall_D,
Mirror_Reflection, Floor_Reflection, Wall_Pigment  )
Lights_And_Camera( 3 )


// Use default camera c iff it works
//Action 3rd arg expresssion was smile.

union {
   object
{ppFigure("ppann.inc","ppstyle1.inc","smile","ppstanding.inc","ppoutfit1.inc")
translate <40, 0, -15> }
   Dojo
   }


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