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Niek Bergboer wrote:
>
> Hi all,
>
> I'm looking for a POV-Ray object-source of a round-brilliant cut
> diamond. I.e.: the "classical" shape of a diamond with 58 faces.
> Does anybody have one that I could use?
>
> Thanks in advance,
>
> Niek Bergboer
> n.h### [at] student utwente nl
Here is another one for you in case you have not found what you needed.
This particular diamond is based on 64 facets and resembles the hope
diamond.
Enjoy,
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
}
// ----------------------------------------
camera
{
//location <0.0, 1.75, -2.0>
//location <-3.0, .20, -.0>
location <-0.0, 3.00, -.0>
direction 1.5*z
right 4/3*x
look_at <0.0, -0.25, 0.0>
}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color rgb 0.6] [1.0 color rgb 0] }
}
}
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-0, 30, -0>
}
// ----------------------------------------
plane
{
y, -1
texture
{
pigment {checker color rgb 1 color rgb 0 scale 0.5}
//finish {reflection 0.2}
}
}
// GIRDLE
#declare girdle_cut=plane { y, 0 rotate z*90.00 translate x*0.970 }
#declare girdle_cuts=union
{
object { girdle_cut rotate y*04/64*360 }
object { girdle_cut rotate y*08/64*360 }
object { girdle_cut rotate y*12/64*360 }
object { girdle_cut rotate y*16/64*360 }
object { girdle_cut rotate y*20/64*360 }
object { girdle_cut rotate y*24/64*360 }
object { girdle_cut rotate y*28/64*360 }
object { girdle_cut rotate y*32/64*360 }
object { girdle_cut rotate y*36/64*360 }
object { girdle_cut rotate y*40/64*360 }
object { girdle_cut rotate y*44/64*360 }
object { girdle_cut rotate y*48/64*360 }
object { girdle_cut rotate y*52/64*360 }
object { girdle_cut rotate y*56/64*360 }
object { girdle_cut rotate y*60/64*360 }
object { girdle_cut rotate y*64/64*360 }
}
// PAVILION
#declare p19_rad=1.0;
// 1-8
#declare p1_cut=plane { y, 0 rotate z*40.16 translate x*1.0 }
#declare p1_cuts=union
{
object { p1_cut rotate y*04/64*360 }
object { p1_cut rotate y*08/64*360 }
object { p1_cut rotate y*12/64*360 }
object { p1_cut rotate y*16/64*360 }
object { p1_cut rotate y*20/64*360 }
object { p1_cut rotate y*24/64*360 }
object { p1_cut rotate y*28/64*360 }
object { p1_cut rotate y*32/64*360 }
object { p1_cut rotate y*36/64*360 }
object { p1_cut rotate y*40/64*360 }
object { p1_cut rotate y*44/64*360 }
object { p1_cut rotate y*48/64*360 }
object { p1_cut rotate y*52/64*360 }
object { p1_cut rotate y*56/64*360 }
object { p1_cut rotate y*60/64*360 }
object { p1_cut rotate y*64/64*360 }
}
// 2
#declare p2_cut=plane { y, 0 rotate z*38.00 translate x*1.020 }
#declare p2_cuts=union
{
object { p2_cut rotate y*06/64*360 }
object { p2_cut rotate y*14/64*360 }
object { p2_cut rotate y*22/64*360 }
object { p2_cut rotate y*30/64*360 }
object { p2_cut rotate y*38/64*360 }
object { p2_cut rotate y*46/64*360 }
object { p2_cut rotate y*54/64*360 }
object { p2_cut rotate y*62/64*360 }
}
#declare pavillion_cuts=union
{
object { p1_cuts }
object { p2_cuts }
}
#declare c1_cut=plane { -y, 0 rotate z*29.60 translate -x*1 }
#declare c1_cuts=union
{
object { c1_cut rotate y*04/64*360 }
object { c1_cut rotate y*08/64*360 }
object { c1_cut rotate y*12/64*360 }
object { c1_cut rotate y*16/64*360 }
object { c1_cut rotate y*20/64*360 }
object { c1_cut rotate y*24/64*360 }
object { c1_cut rotate y*28/64*360 }
object { c1_cut rotate y*32/64*360 }
object { c1_cut rotate y*36/64*360 }
object { c1_cut rotate y*40/64*360 }
object { c1_cut rotate y*44/64*360 }
object { c1_cut rotate y*48/64*360 }
object { c1_cut rotate y*52/64*360 }
object { c1_cut rotate y*56/64*360 }
object { c1_cut rotate y*60/64*360 }
object { c1_cut rotate y*64/64*360 }
}
#declare c2_cut=plane { -y, 0 rotate z*25.40 translate -x*1.025 }
#declare c2_cuts=union
{
object { c2_cut rotate y*06/64*360 }
object { c2_cut rotate y*14/64*360 }
object { c2_cut rotate y*22/64*360 }
object { c2_cut rotate y*30/64*360 }
object { c2_cut rotate y*38/64*360 }
object { c2_cut rotate y*46/64*360 }
object { c2_cut rotate y*54/64*360 }
object { c2_cut rotate y*62/64*360 }
}
#declare c3_cut=plane { -y, 0 rotate z*15.95 translate -x*1.33 }
#declare c3_cuts=union
{
object { c3_cut rotate y*02/64*360 }
object { c3_cut rotate y*10/64*360 }
object { c3_cut rotate y*18/64*360 }
object { c3_cut rotate y*26/64*360 }
object { c3_cut rotate y*34/64*360 }
object { c3_cut rotate y*42/64*360 }
object { c3_cut rotate y*50/64*360 }
object { c3_cut rotate y*58/64*360 }
}
#declare c4_cuts=plane { -y, -.248 }
#declare crown_cuts=union
{
object { c1_cuts }
object { c2_cuts }
object { c3_cuts }
object { c4_cuts }
}
#declare Diamond_Texture =
texture {
tiles {
texture {
pigment {
color red 1.00 green 1.00 blue 1.00 filter 0.99
}
finish {
specular 1
roughness 0.001
diffuse 0
reflection 0.99
ambient 0.5
}
}
tile2
texture {
tiles {
texture {
pigment {
color red 1.00 green 1.00 blue 1.00 filter 0.99
}
finish {
specular 1
roughness 0.001
diffuse 0
reflection 0.99
ambient 0.5
}
}
tile2
texture {
pigment {
gradient x
turbulence 1
omega 0.8
color_map {
[0.00 color red 1.00 green 1.00 blue 1.00 filter 0.99]
[0.60 color red 1.00 green 1.00 blue 1.00 filter 0.99]
[0.60 color red 1.00 green 0.80 blue 0.80 filter 0.99]
[0.70 color red 1.00 green 1.00 blue 0.80 filter 0.99]
[0.80 color red 0.80 green 1.00 blue 0.80 filter 0.99]
[0.90 color red 0.80 green 0.80 blue 1.00 filter 0.99]
[1.00 color red 1.00 green 0.80 blue 1.00 filter 0.99]
}
}
finish {
specular 1
roughness 0.001
diffuse 0
reflection 0.99
ambient 0.5
}
scale <30, 30, 30>
}
}
scale <0.2, 0.2, 0.2>
}
}
translate <-0.5, 0, 0.5>
scale <1.2, 5, 1.2>
}
#declare HopeDiamond=difference
{
cylinder { <0,1,0>, <0,-1,0>, 2 }
object { pavillion_cuts translate -y*.02 }
object { girdle_cuts }
object { crown_cuts translate y*.02 }
texture { Diamond_Texture }
//pigment { Blue }
interior { ior 1.54 }
rotate y*clock*8/64*360
rotate x*90
}
object { HopeDiamond }
--
Ken Tyler
See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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