// PoVRay 3.7 Scene File " ... .pov" // author: ... // date: ... // +w800 +h800 +a0.3 +am2 +bm2 +wt6 //------------------------------------------------------------------------ #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //------------------------------------------------------------------------ #include "colors.inc" #include "transforms.inc" #include "rand.inc" //------------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 20 // diagonal view location <20.0 , 15.0 ,-20.0> right x*image_width/image_height look_at <0.0 , 1 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 10.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} 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,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} rotate<20,-45,0> scale 0.75 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<10,0,0> scale 0.75 translate <-0.65,AxisLenY+0.50,-0.10> rotate<0,-45,0> 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<20,-45,0> scale 0.85 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( 5.00, 4.00, 5.00, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.035; #declare RasterHalfLineZ = 0.035; //------------------------------------------------------------------------- #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 ---------------------------- //-------------------------------------------------------------------------- #declare Rand = seed(1); #declare Block = cylinder { <0, 0.001, 0>, <0, 2.0, 0>, 4.0 no_shadow texture { pigment { color rgbt<1,1,1,0.5> } } translate<-1,0,2> } #declare House = union { box { <-1.00, 0.00, -1.00>,< 1.00, 2.50, 1.00> scale <1,1,1>*0.5 } cylinder { <0,1,0>,<1,1.0,0>, 0.1 } texture { pigment{ color rgb<1.00, 1.00, 0.00>} } } //------------------------------------------------------------ #declare Norm0 = <0, 0, 0>; #declare Start = VRand_In_Obj(Block, Rand); #declare Inter = trace (Block, <0,0.5,0>, <2,0,1>, Norm0 ); //------------------------------------------------------------ #local Angle = 0; #local Increment = 30; #local Dir0 = <200,0,0>; #local Norm1 = <0,0,0>; #local Intersec = trace (Block, Start, Dir0, Norm1); #local Normmin = Norm1; #local Distmin = VDist (Start,Normmin); #while (Angle < 360) #local Norm1 = <0,0,0>; #local Dir = vaxis_rotate (Dir0, , Angle); //#debug concat("\n Dir: <",vstr(3, Dir, ", ", 0,3),">\n") #local Intersec = trace (Block, Start, Dir, Norm1); //#debug concat(" Norm1: <",vstr(3, Norm1, ", ", 0,3),">\n") #local Dist = VDist (Start,Intersec); //#debug concat(" Dist: <",vstr(3, Dist, ", ", 0,3),">\n") #if (vlength(Norm1)!=0) cylinder { Intersec, Intersec+Norm1, .1 texture { pigment {color red 1} } } cylinder { Start, Intersec, .02 texture { pigment {color blue 1} } } #end #if (Dist < Distmin) #local Normmin = Norm1; #local Distmin = Dist; #end //#debug concat(" Normmin: <",vstr(3, Normmin, ", ", 0,3),">\n") #local Angle = Angle + Increment; #end //of while //------------------------------------------------------------ object {House Reorient_Trans(x, Normmin) rotate 0*y translate Start } object {Block}