POV-Ray : Newsgroups : povray.binaries.images : tasty scenes pancake, pizza, pasta : How to make chees on a pizza? Server Time
3 Oct 2024 15:12:16 EDT (-0400)
  How to make chees on a pizza?  
From: Erick
Date: 9 Jan 2000 18:25:37
Message: <387918f1@news.povray.org>
The plastic look on the pizza comes from the cheese texture I choose ( a lot
of flat cylinders, with some transmission. Here is the scene description
file, without the background that Rune correctly found a little bit
inappropriate). Any suggestions?

The pancakes in the Netherlands really are big and flat, though maybe less
stiff as the ones I raytraced.

Greetings,
Erick


  // ==== Standard POV-Ray Includes ====
#include "colors.inc"
#include "textures.inc"
#include "STONES.INC"
#include "STONES1.INC"
#include "STONES2.INC"

global_settings {
  adc_bailout 0.003
  ambient_light <1,1,1>
  assumed_gamma 1.2
  irid_wavelength <0.25, 0.18, 0.14>
  max_intersections 64
  max_trace_level 32
  number_of_waves 10
}

light_source
{
  0*x                     // light's position (translated below)
  color rgb <1,1,1>       // light's color
  spotlight               // this kind of light source
  translate <4, 8, -10> // <x y z> position of light
  point_at <0, 5, 0>      // direction of spotlight
  radius 10                // hotspot (inner, in degrees)
  tightness 50            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 8               // intensity falloff radius (outer, in degrees)
}


camera
{
  location  <0, 6,-10> // position of camera <X Y Z>
  up        y                // which way is +up <X Y Z>
  right     4/3*x            // which way is +right <X Y Z> and aspect ratio
  look_at   <0,1, 0> // point center of view at this point <X Y Z>
  angle 75
}

// create a point "spotlight" (conical directed) light source
light_source
{
  0*x                     // light's position (translated below)
  color rgb <1,1,1>       // light's color
  spotlight               // this kind of light source
  translate <20, 20, -20> // <x y z> position of light
  point_at <3, 5, 0>      // direction of spotlight
  radius 25                // hotspot (inner, in degrees)
  tightness 10            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 18               // intensity falloff radius (outer, in degrees)
}


#declare R1 = seed(1543);
#declare R2 = seed(6743);

light_source
{
  0*x                     // light's position (translated below)
  color rgb <1,1,1>       // light's color
  spotlight               // this kind of light source
  translate <5, 30, -10> // <x y z> position of light
  point_at <0, 5, 0>      // direction of spotlight
  radius 15                // hotspot (inner, in degrees)
  tightness 2            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 30               // intensity falloff radius (outer, in degrees)
}


#declare pizzabodem =
union {
sphere { <0,0,0>, 1
    texture {pigment {Gold}
    normal { bumps 1 scale 0.4 }
    finish  { phong .3 reflection 0 ambient .5 diffuse .7}}
    scale <5,.3,5> }
torus { 5,.3 texture {pigment {Gold}
    normal { bumps 1 scale 0.4 }
    finish  { phong .3 reflection 0 ambient .5 diffuse .7}}}}

object {pizzabodem}

sphere { <0,.6,0>, 1
    texture {pigment {rgb <.6,.03,.08>}
    normal { bumps 4 scale 0.3}
    finish  { phong .1 reflection 0.1 ambient .4 diffuse .5}}
    scale <4.7,.2,4.7> }


#declare olijfje =
difference
{sphere {<0,0,0>,1 scale <1,.6,.6>}
cylinder {<-1,0,0>,<1,0,0>,.3}
 texture {pigment {DarkOliveGreen}
    normal { bumps .5 scale 0.1}
    finish  { phong .6 reflection 0.5 ambient .5 diffuse .6}}}
#declare olijftel = 0;
#while (olijftel <15)
object {olijfje scale <.3,.3,.3> rotate x*rand(R1)*360 rotate y*rand(R2)*90
rotate z* rand(R2)*180 translate <9*(rand(R2)-.5),.36,0> rotate
y*rand(R1)*1080}
#declare olijftel = olijftel+1;
#end
#declare salami =
texture  {
    pigment {
        agate
        agate_turb 1.1
        colour_map  {
        [0.15 colour rgbf <0.96667, 0.99216, 0.94118, 0.005>]
            [0.65 colour rgbf <0.95294, 0.97451, 0.9902, 0.750>]
            [0.80 colour rgbf <0.96667, 0.99216, 0.94118, 0.660>]
            [1.00 colour rgbf <0.95294, 0.97451, 0.94902, 0.879>]

        }
        scale <0.97, 0.97, 0.5>
        rotate <0, 5, 40>
    }
    finish {brilliance 1.25}
}
texture  {
    pigment {
        granite
        turbulence 1.25
        colour_map  {
        [0.10 colour rgbf <0.36078, 0.13, 0.1, 0.0>]
            [0.35 colour rgbf <0.3043, 0.08, 0.14, 0.0>]
            [0.55 colour rgbf <0.4378, 0.09, 0.11, 0.0>]
            [0.85 colour rgbf <0.43078, 0.21, 0.08, 0.0>]
            [0.95 colour rgbf <0.35843, 0.09, 0.11, 0.0>]
            [1.00 colour rgbf <0.46118, 0.12, 0.12, 0.0>]
        }
        scale <0.85, 1.5, 0.5>
        rotate <10, 5, -75>
    }
    finish { ambient 0.175 diffuse 0.6975 crand 0.025 }
}

#declare plaksalami =
cylinder {<0,0,0>,<0,.2,0>,1
        texture {salami}
        normal { bumps 1 scale 0.4 }
        finish  { phong .3 reflection 0 ambient .5 diffuse .7}}
 #declare salamitel = 0;
#while (salamitel <10)
object {plaksalami scale <.5,.5,.5> rotate x*rand(R1)*20 rotate
y*rand(R2)*10 rotate z* rand(R2)*10 translate <8*(rand(R1)-.5),.35,0> rotate
y*rand(R2)*1080}
#declare salamitel = salamitel+1;
#end

#declare basiskaas = sphere {<0,0,0>,1 scale <.3,rand(R1)*.2,.3>}
#declare kaastel=0;
#declare kaaslaag = merge{
#while (kaastel <800)
object {basiskaas texture {pigment {rgbt <.6,.56,.08.7>}
    normal { bumps 1 scale 2}
    finish  { phong .3 reflection 0.3 ambient .5 diffuse .6}} rotate
x*rand(R1)*20 rotate y*rand(R2)*10 rotate z* rand(R2)*10 translate
<8*(rand(R1)-.5),.4,0> rotate y*rand(R2)*1080}
#declare kaastel = kaastel+1;
#end
}

object {kaaslaag}

#declare pepperoni =
box {<0,0,0>,<0.2,.2,.2>
        texture {pigment {Red}}
        normal { bumps .1 scale 0.004 }
        finish  { phong .5 reflection 0.4 ambient .8 diffuse .7}}
 #declare peppertel = 0;
#while (peppertel <40)
object {pepperoni scale <.5,.5,.5> rotate x*rand(R1)*20 rotate y*rand(R2)*10
rotate z* rand(R2)*10 translate <8*(rand(R1)-.5),.35,0> rotate
y*rand(R2)*1080}
#declare peppertel = peppertel+1;
#end

Rune <run### [at] inamecom> wrote in message
news:3877c764@news.povray.org...
> David Fontaine wrote:
> >The pasta looks good; the pizza looks like the
> >plastic and the pancakes look amazingly like tortillas.
>
> I agree. Though the common pancakes where I live are
> much more flat and large than American pancakes and the
> ones in the picture look much like these. Also, I think
> the backgrounds don't fit so well with the food.
> Besides that, good! :-)
>
> Greetings,
>
> Rune
>

>


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