|
|
Here's a scene I developed over the last week after being inspired by Chris
B's example in newusers thread "Stairs":
<425fd05d$1@news.povray.org>
// Persistence of Vision Ray Tracer Scene Description File
// File: SpiralStairG.pov
// Vers: 3.6
// Desc: Spiral Staircase
// Date: 15 Apr 2005 14:31:57
// Auth: PM 2Ring, from an example by Chris B in
// <425fd05d$1@news.povray.org>
//
// -f -A0.5 +AM2 +R1
// -d +A0.05 +AM2 +R3
// -d +A0.4 +AM2 +R2 -J0 +KC +KFF180 +OAnim/SpiralStair
//
#declare Radio = 0;
#declare Do_Rails=1;
#declare Do_Pillar=1;
#declare Use_Normal=0;
#declare View_Upstairs=0;
#version 3.6;
global_settings {
assumed_gamma 2 //1.6
max_trace_level 10
#if(Radio)
radiosity {
pretrace_end .02
//count 60
//gray_threshold .1 //.125
low_error_factor 0.8
adc_bailout 0.01/2
always_sample off
}
ambient_light 0
#end
}
//#include "colors.inc"
//--- Parameters ---------------------------------------------
#declare StepArc = 20; //10
#declare NumberOfSteps = (3+0/3) * 360/StepArc;
#declare StepRise = 0.1875;
#declare StepHeight = StepRise;
#declare StepWidth = 2.25; //*2.5
//#declare PostInset1 = 1.745;
#declare PostInset1 = 2.18;
#declare PostInset0 = 0.439;
#declare PostHeight = 0.875;
#declare PostRad = 0.0225;
#declare RailRad = PostRad * 1.3;
#declare PillarHeight = StepRise*NumberOfSteps + PostHeight*.75*0;
#declare FloorScale = 1.5/4;
//--- Textures --------------------------------------------------------
#declare Cream = colour rgb <1 1 .825>;
#declare Pink = colour rgb <1 .6 .7>*.875;
#declare LightBlue = colour rgb <.5 .75 1>*.875;
#declare CM_Pink = colour_map{
[0.02 Cream*1.8][.45 Pink*1.65][.55 Pink*1.65][.98 Cream*1.8]
}
#declare CM_Blue = colour_map{
[0.02 Cream*1.8][.45 LightBlue*1.65][.55 LightBlue*1.65][.98 Cream*1.8]
}
#declare PFloor0 = pigment{checker Cream, LightBlue}
#declare PFloor1 = pigment{checker Cream, Pink}
#declare FFloor =
finish{
ambient 0.15 diffuse .95
phong .5 phong_size 280
reflection 0.125
}
#declare NFloor = normal{
quilted .15 control0 0 control1 0.5
//checker .1
}
#declare TFloor0 =
texture{
pigment{PFloor0}
finish{FFloor}
#if(Use_Normal) normal{NFloor} #end
rotate 45*y
scale FloorScale
translate FloorScale*<1,0,1>*sqrt(.5)
}
#declare TFloor1 =
texture{
pigment{PFloor1}
finish{FFloor}
#if(Use_Normal) normal{NFloor} #end
rotate 45*y
scale FloorScale
translate FloorScale*<1,0,1>*sqrt(.5)
}
#declare TRoom =
texture{
pigment{rgb 1}
finish{
ambient 0.15 diffuse .95
reflection 0.05
}
}
#declare TRail = texture {
pigment {rgb .6}
finish{
ambient 0.035 diffuse 0.475
specular 0.75 roughness 1e-4 metallic
reflection {0.75 metallic}
}
}
#declare Phase = 0.5;
#declare PRadial0 = pigment{
radial phase Phase
colour_map{CM_Blue}
}
#declare PRadial1 = pigment{
radial phase Phase + 0
colour_map{CM_Pink}
}
#declare TStep = texture {
pigment{
gradient y
scale <1 PillarHeight*1.0001 1>
pigment_map{
[0 PRadial0]
[1 PRadial1]
}
}
finish{phong .5 phong_size 180 reflection 0.05}
//normal{crackle .15 scale .15}
}
//#declare TStep = texture{pigment{rgbf .85}}
//--- Macros ----------------------------------------------
//Step transform
#macro TranSpiral(i)
transform{
rotate i*StepArc*y
translate min(i,NumberOfSteps-1)*StepRise*y
}
#end
//from transforms.inc
#macro vtransform(vec, trans)
#local fn = function { transform { trans } }
#local result = (fn(vec.x, vec.y, vec.z));
result
#end
#macro VTranSpiral(vec, i) vtransform(vec, TranSpiral(i))#end
//Handrail
#macro Rail(A0, A1) cylinder{A0, A1, RailRad texture{TRail}}#end
//Simple fence
#macro Fence(Start, Delta, Num)
#local i=0;
#while (i<Num)
#local Pos = Start+i*Delta;
object {Post translate Pos texture{TRail}}
Rail(Pos+PostHeight*y, Pos+PostHeight*y+Delta)
#local i = i + 1;
#end
#end
#macro Bannister(i, di, PostInset)
object {Post
translate <PostInset,StepRise,0>
TranSpiral(i-di)
texture{TRail}
}
//Handrail
#if(i<NumberOfSteps)
Rail(VTranSpiral(<PostInset,StepRise+PostHeight,0>, i-di),
VTranSpiral(<PostInset,StepRise+PostHeight,0>, i))
#end
#end
//--- Objects ---------------------------------------------------------
#declare Step = difference {
cylinder {0,StepHeight*y,StepWidth}
plane {-z,0 rotate -StepArc*y*1.5}
plane { z,0 rotate StepArc*y*1.5}
}
#declare Post = union {
cylinder {0,y*PostHeight, PostRad }
sphere {y*PostHeight, RailRad * 1.25}
}
//Stair positioning
#declare TranStair = transform{rotate (90+120)*y translate
<.65-sqrt(.5)/2,0,-.25>}
//Spiral Staircase
#declare Stairs = union{
#declare i=0;
#while (i<NumberOfSteps)
object {Step
TranSpiral(i)
texture {TStep rotate 2*i*StepArc*y}
}
#if(Do_Rails) Bannister(i, 1, PostInset0) #end
#declare i = i + 1;
#end
#if(Do_Rails)
Bannister(i, 1, PostInset0)
#declare i=-1;
#while (i<NumberOfSteps-2/3)
Bannister(i, 1/3, PostInset1)
#declare i = i + 1/3;
#end
#end
//Central pillar
#if(Do_Pillar)
cylinder{
0, y*PillarHeight, .3
texture {
TStep //rotate 180*y
//TRail
}
}
#end
transform{TranStair}
}
#if(Do_Rails)
#declare Railing =
union{
//Left fence
Fence(vtransform(<PostInset1,StepRise,0>,
transform{TranSpiral(NumberOfSteps-1) TranStair}),
-x*FloorScale*sqrt(.5), 30)
//Right fence
Fence(vtransform(<PostInset0,StepRise,0>,
transform{TranSpiral(NumberOfSteps+1) TranStair}),
x*FloorScale*sqrt(.5), 15)
//Connect inner rail to right fence
object{
Rail(VTranSpiral(<PostInset0,StepRise+PostHeight,0>, NumberOfSteps-1),
VTranSpiral(<PostInset0,StepRise+PostHeight,0>, NumberOfSteps+1))
transform{TranStair}
}
}
#end
#declare WW = 18*sqrt(2)*FloorScale;
#declare Room = box{
<-WW, -StepHeight, -WW>, <WW, PillarHeight*2, WW>hollow texture{TRoom}
}
#declare Floor = box{<-WW, -StepHeight, -WW>, <WW, 0, WW>}
//--- The scene ------------------------------------------------------------
object{Room}
object{Floor texture{TFloor0}}
object{Floor pigment{rgb .75} translate y*PillarHeight*2}
object{Floor texture{TFloor1} translate<0, StepHeight*(NumberOfSteps)+1e-5,
WW>}
object{Stairs}
#if(Do_Rails)object{Railing}#end
camera {
#if(View_Upstairs) //0=downstairs, 1=upstairs
#declare Eye = <-1.15, 4.14, -1.65> * 4.725 * 0.88 ; //* 1.75
//#declare Eye = <-1.75, 6.5, -1.5> * 4.31 * .55; //* 1.35
look_at y*6.55
#else
//#declare Eye = <-2, 1.25, -6.5>;
//look_at <.75, .85, 1>
#declare Eye = vtransform(<StepWidth*.75, PostHeight*1.9, 0>,
transform{TranSpiral(NumberOfSteps*clock-2) TranStair});
look_at vtransform(<StepWidth*.95, PostHeight*1.0, 0>,
transform{TranSpiral(NumberOfSteps*clock+4) TranStair})
#end
location Eye
right x*image_width/image_height up y
direction z
//angle 43
angle 90
#if(Use_Stereo)
window_distance 8 // 15 * 1.35 // 8
cross_eyed
#end
}
#declare Brite = #if(Radio) .85; #else 1.5; #end
#declare Brite = Brite*3.2 * .4; // * .35;
//light_source {<-4.15, PillarHeight*1.75, -6.5> rgb .20*Brite}
//light_source {<1, PillarHeight*.75, 12> rgb .20*Brite}
light_source {Eye-<1 1 1>*.25*0 rgb .45*Brite}
background{rgb .5}
//--------------------------------------------------------------------------
Post a reply to this message
Attachments:
Download 'spiralstairh2.jpg' (96 KB)
Preview of image 'spiralstairh2.jpg'
|
|