POV-Ray : Newsgroups : povray.text.scene-files : Circle of coloured spheres Server Time: 14 Dec 2018 15:10:58 GMT
  Circle of coloured spheres (Message 1 to 1 of 1)  
From: B  Gimeno
Subject: Circle of coloured spheres
Date: 1 Dec 2017 14:00:01
Message: <web.5a215f4d15fb92bc95fc4120@news.povray.org>
// PoVRay 3.7 Scene File "btfh2.pov"
// author:  BGimeno
// date:    30/Nov/2017
//------------------------------------------------------------------------

#declare Camera_Focal_Blur = off ;
#declare radiocity = off ; // radiosity on -off
#declare area_lite = off ; // area_light on/off

#version 3.7;

#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"

//------------------------------------------------------------------------

#default{
         finish{ ambient 0.1 diffuse 0.9 }
 }


global_settings {
  assumed_gamma 1.0

#if (radiocity=on)
  radiosity {
    pretrace_start 0.08           // start pretrace at this size
    pretrace_end   0.01           // end pretrace at this size
    count 300                      // higher -> higher quality (1..1600) [35]

    nearest_count 5               // higher -> higher quality (1..10) [5]
    error_bound 1.2               // higher -> smoother, less accurate [1.8]
    recursion_limit 3             // how much interreflections are calculated
(1..5+) [3]

    low_error_factor .5           // reduce error_bound during last pretrace
step
    gray_threshold 0.0            // increase for weakening colors (0..1) [0]
    minimum_reuse 0.015           // reuse of old radiosity samples [0.015]
    brightness 1                  // brightness of radiosity effects (0..1) [1]

    adc_bailout 0.01/2
    //normal on                   // take surface normals into account [off]
    //media on                    // take media into account [off]
    always_sample on           // turn sampling in final trace off [on]
    //max_sample 1.0              // maximum brightness of samples
  }
#end // if radiocity

}

//------------------------------------------------------------------------

#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 16   // diagonal view
                            location  <20.0 , 6.0 ,-18.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 0 , 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 , 3.0 ,-0.001>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}

#if (Camera_Focal_Blur=off)
  camera{Camera_1}
#else
// focal blur camera

camera {
  angle 16
  location  <20.0, 6.0, -18.0>
  look_at   <0.0, 0.0,  0.0>
  right     x*image_width/image_height
  aperture 0.75           // [0...N] larger is narrower depth of field
(blurrier)
  blur_samples 400        // number of rays per pixel for sampling
  focal_point <0,1,0>    // point that is in focus <X,Y,Z>
  confidence 0.95        // [0...<1] when to move on while sampling (smaller is
less accurate)
  variance 1/5000         // [0...1] how precise to calculate (smaller is more
accurate)
}
#end
//------------------------------------------------------------------------
// light -------------------------------------------------------------------
#if (area_lite=off)

  light_source {<0,10,0> color White
              fade_distance 5
              fade_power 2
              }

#else

  light_source {
    <0,0,0>             // light's position (translated below)
    color rgb .75       // light's color
    area_light
    <-6, 0, -10> <-1, 0, 10> // lights spread out across this distance (x * z)
    2, 8                // total number of lights in grid (4x*4z = 16 lights)
    adaptive 2          // 0,1,2,3...
    jitter              // adds random softening of light
    translate <0, 10, 0>   // <x y z> position of light
    looks_like {
                union {
                 box { <-6, 0, -10>,<-1,0,10> }
                 box { <1, 0, -10>,<6,0,10> }
                 }
                 pigment { White } no_shadow
                 translate <0, 10, 0>   // <x y z> position of light
               }
}
#end // if area_lite

//------------------------------------------------------------------------
// room -----------------------------------------------------------------
//---------------------------------<<< 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, floor
        texture { pigment{color White}
                 // finish {ambient 0.3 diffuse 0.85}
                 }
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        rotate<0,0,0>

      }

plane { <0,1,0>, 0    // plane with layered textures, ceiling
        texture { pigment{color Black}
                  finish {ambient 0.45 diffuse 0.85}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        translate <0,21,0>

      }


plane { <0,1,0>, 0    // plane with layered textures, back wall
        texture { pigment{color Gray40}
                  finish {ambient 0.45 diffuse 0.85}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        rotate<90,0,0>
        translate <0,0,20>
      }

plane { <0,1,0>, 0    // plane with layered textures, back wall
        texture { pigment{color  Gray40}
                  finish {ambient 0.45 diffuse 0.85}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        rotate<90,0,0>
        translate <0,0,-20>
      }


plane { <0,1,0>, 0    // plane with layered textures, right wall
        texture { pigment{color  Gray40}
                  finish {ambient 0.45 diffuse 0.85}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        rotate<0,0,90>
        translate <20,0,0>
      }
plane { <0,1,0>, 0    // plane with layered textures, left wall
        texture { pigment{color  Gray40}
                  finish {ambient 0.45 diffuse 0.85}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
        rotate<0,0,90>
        translate <-20,0,0>
      }

//------------------------------------------------ end of squared plane XZ

//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
#macro Sphere_of_tori (segments,r,thckn,simmetry,inner_sphere_mode,shape)
  #macro sph (segments,r,thckn)
  #local tmp_sg = segments+1;
  union  {
    #local segments_r = 1 ;
      #while (segments_r<tmp_sg)
       #switch (shape)
         #case (1)
           torus {r*sind((180/(tmp_sg))*(segments_r)),thckn
         #break
         #case (2)
           cylinder
{<0,-thckn,0>,<0,thckn,0>,r*sind((180/(tmp_sg))*(segments_r))
         #break
         #case (3)
           difference {
           cylinder
{<0,-thckn,0>,<0,thckn,0>,r*sind((180/(tmp_sg))*(segments_r))}
           cylinder
{<0,-thckn*2,0>,<0,thckn*2,0>,r*sind((180/(tmp_sg))*(segments_r))-(thckn*2)}
         #break
         #else
           torus {r*sind((180/(tmp_sg))*(segments_r)),thckn
         #end
              translate y*r*cosd((180/(tmp_sg))*(segments_r))
             }
       #local segments_r = segments_r + 1 ;
      #end
      }
  #end

#if (inner_sphere_mode=2)
  difference { sphere {<0,0,0>,r pigment {Black} finish {reflection .1}}
#end
union {
  #switch (simmetry)
   #case (0)
      object { sph (segments,r,thckn) }
   #break
   #case (1) // Hexahedron
        object { sph (segments,r,thckn) }
        object { sph (segments,r,thckn) rotate z*90 }
        object { sph (segments,r,thckn) rotate x*90 }
   #break
   #case (2) // octahedron
        object { sph (segments,r,thckn) }
        object { sph (segments,r,thckn) rotate x*90 rotate <19.471220634,   0,
0> }
        object { sph (segments,r,thckn) rotate x*90 rotate <19.471220634, 120,
0> }
        object { sph (segments,r,thckn) rotate x*90 rotate <19.471220634, 240,
0> }
   #break
   #case (3) // Dodecahedron
        object { sph (segments,r,thckn) }
        object { sph (segments,r,thckn) rotate <63.434948823,  0, 0> }
        object { sph (segments,r,thckn) rotate <63.434948823, 72, 0> }
        object { sph (segments,r,thckn) rotate <63.434948823,144, 0> }
        object { sph (segments,r,thckn) rotate <63.434948823,216, 0> }
        object { sph (segments,r,thckn) rotate <63.434948823,288, 0> }
   #break
   #case (4) // Icosahedron
        object { sph (segments,r,thckn) rotate <37.3375,  0, 0> }
        object { sph (segments,r,thckn) rotate <37.3375, 72, 0> }
        object { sph (segments,r,thckn) rotate <37.3375,144, 0> }
        object { sph (segments,r,thckn) rotate <37.3375,216, 0> }
        object { sph (segments,r,thckn) rotate <37.3375,288, 0> }

        object { sph (segments,r,thckn) rotate <79.1875,  0, 0> }
        object { sph (segments,r,thckn) rotate <79.1875, 72, 0> }
        object { sph (segments,r,thckn) rotate <79.1875,144, 0> }
        object { sph (segments,r,thckn) rotate <79.1875,216, 0> }
        object { sph (segments,r,thckn) rotate <79.1875,288, 0> }
   #break
   #case (5) // Rhombicuboctahedron
        object { sph (segments,r,thckn) }

        object { sph (segments,r,thckn) rotate z*90 }
        object { sph (segments,r,thckn) rotate x*90 }

        object { sph (segments,r,thckn) rotate x*90 rotate y*-45 }
        object { sph (segments,r,thckn) rotate x*90 rotate y* 45 }

        object { sph (segments,r,thckn) rotate x*45}
        object { sph (segments,r,thckn) rotate x*-45}

        object { sph (segments,r,thckn) rotate x*45 rotate y*90}
        object { sph (segments,r,thckn) rotate x*-45 rotate y*90}
   #break
      #case (6) // test
        object { sph (segments,r,thckn) rotate z*90}
        object { sph (segments,r,thckn) rotate < 30,0,90>}
        object { sph (segments,r,thckn) rotate < 60,0,90>}
        object { sph (segments,r,thckn) rotate < 90,0,90>}
        object { sph (segments,r,thckn) rotate <120,0,90>}
        object { sph (segments,r,thckn) rotate <150,0,90>}
        object { sph (segments+1,r,thckn) }
   #break

  #end

     #if (inner_sphere_mode=1) sphere {<0,0,0>,r-(thckn*1.25) pigment {Black}
finish {reflection .1}} #end
     #if (inner_sphere_mode=2) } #end
      }
#end




//--------------------------------------------------------------------------

#macro CW_angle (COLOR,A)
   #local RGB = color COLOR;
   #local R = (RGB.red);
   #local G = (RGB.green);
   #local B = (RGB.blue);
   #local Min = min(R,min(G,B));
   #local Max = max(R,max(G,B));
   #local Span = Max-Min;
   #local H = CRGB2H (<R,G,B>, Max, Span);
   #local S = 0; #if (Max!=0) #local S = Span/Max; #end

   #local P = <H+A,S,Max> ;

   #local HSV = color P ;
   #local H = (HSV.red);
   #local S = (HSV.green);
   #local V = (HSV.blue);
   #local SatRGB = CH2RGB(H);
   #local RGB = ( ((1-S)*<1,1,1> + S*SatRGB) * V );
   rgb <RGB.red,RGB.green,RGB.blue>
#end


//--------------------------------------------------------------------------

#macro btfh2 (Mj_Radius,Mn_Radius,NMj_Segments)
union {
 #for (St,0,NMj_Segments,1)
#local Rnd = seed (St+2) ;
    object {
    Sphere_of_tori (  1+int(5*rand(Rnd)),   // number of segments
                           Mn_Radius, // outer radius
                           Mn_Radius*.05, // inner radius
                           int(7*rand(Rnd)), /* simmetry
                                0 - a single instance
                                1 - hexahedron
                                2 - octahedron
                                3 - dodecahedron
                                4 - icosahedron
                                5 - rhombicuboctahedron
                                6 - experimental A
                               */
                           1+int(2*rand(Rnd)), /* Inner sphere mode
                                0 - no sphere, hollow
                                1 - sphere with a radius =
outer_radius-inner_radius
                                2 - differenced sphere - tori
                               */
                            1  /* shape
                                1 - torus
                                2 - cylinders
                                3 - open cylinders
                               */
                            )
            rotate <rand(Rnd)*1440,rand(Rnd)*-720,rand(Rnd)*28800>
            translate z*Mj_Radius
            rotate y*(360/NMj_Segments)*St
            translate y*Mn_Radius
            material {
              texture {
                    pigment { CW_angle (Red,(360/NMj_Segments)*St)
                            }
                    finish {
                            diffuse  albedo 0.65
                            reflection  { 0.15,0.05
                                         exponent 2
                                         falloff 3
                                        }
                            conserve_energy
                            irid { 0.2
                                   thickness 0.1
                                   turbulence 0.2
                                   }
                            }
                       }
               interior {ior 1.33}
                    } // end of material
           } // end of sphere
 #end
}
#end
//--------------------------------------------------------------------------
object {
     btfh2 (
            3, // major radius
            .35, // minor radius
            20 // number of spheres
            )

       }


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