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Dear friends,
I am a complete newbie trying to use povray to show a rotation. My code is :
#version 3.6; // 3.7
global_settings{assumed_gamma 1.0}
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//------------------------------------------
#include "colors.inc"
#include "textures.inc"
//------------------------------------------
// camera ----------------------------------
camera{ location <0.0 , 1.0 ,-3.0>
look_at <0.0 , 1.0 , 0.0>
right x*image_width/image_height
angle 75 }
// sun -------------------------------------
light_source{<1500,3000,-2500> color White}
// sky -------------------------------------
plane{ <0,1,0>,1 hollow
texture{
pigment{ bozo turbulence 0.92
color_map{
[0.00 rgb<0.05,0.15,0.45>]
[0.50 rgb<0.05,0.15,0.45>]
[0.70 rgb<1,1,1> ]
[0.85 rgb<0.2,0.2,0.2> ]
[1.00 rgb<0.5,0.5,0.5> ]
} //
scale<1,1,1.5>*2.5
translate<0,0,0>
} // end of pigment
finish {ambient 1 diffuse 0}
} // end of texture
scale 10000}
// fog on the ground -----------------------
fog { fog_type 2
distance 50
color rgb<1,1,1>*0.8
fog_offset 0.1
fog_alt 1.5
turbulence 1.8
} //
// ground ----------------------------------
plane{ <0,1,0>, 0
texture{
pigment{ color rgb<0.22,0.45,0>}
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//------------------------------------------
// objects in scene ------------------------
sphere{ <-.5,0,0>, 0.5
texture{
pigment{ color rgbt<0.9,0.55,0,.8>}
finish { phong 1 }
} // end of texture
translate<0.85,1.1,0>
} // end of sphere
sphere{ <-1.5,0,0>, 0.5
texture{
pigment{ color rgbt<0.9,0.55,0,.5>}
finish { phong 1 }
} // end of texture
translate<0.85,1.1,0>
} // end of sphere
sphere{ <-2.5,0,0>, 0.5
texture{
pigment{ color rgbt<0.9,0.55,0,.8>}
finish { phong 1 }
} // end of texture
translate<0.85,1.1,0>
} // end of sphere
sphere{ <.5,0,0>, 0.5
texture{
pigment{ color rgbt<0.9,0.55,0,.5>}
finish { phong 1 }
} // end of texture
translate<0.85,1.1,0>
} // end of sphere
#declare Pendula = //-------------------------------------------------------
Pendula
union{ // outer union
cylinder { <0.35,-.50,0>,<0.35,.4,0>,0.04
texture { pigment { color rgb<0.90,0.05,0.15>}
//normal { bumps 0.5 scale <0.005,0.25,0.005>}
finish { phong 0.5}
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,-1,0>
} // end of cylinder
union{ // inner union -------------------------------------------------------
cone { <0.35,0.0,0>,0,<0.35,-0.5,0>,0.105
texture { pigment{color rgb<0.90,0.05,0.15>}
finish { phong 0 }
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,1.55,0>
} // end of cone ----------------------------------------------------------
scale <1,1,1> rotate<0,0,0> translate<0,-2,0>
}// end of inner union
} // end of outer union
//
----------------------------------------------------------------------------------
#declare Amplitude = 40 ;// in degrees - in Grad
object { Pendula
rotate< 0, 0, Amplitude*sin( clock*2*pi) >
translate<0,2.15,0>
}
#declare Amplitude = 40 ;// in degrees - in Grad
object { Pendula
rotate< 0, 0, Amplitude*sin( clock*2*pi) >
translate<1.1,2.15,0>
}
#declare Amplitude = 40 ;// in degrees - in Grad
object { Pendula
rotate< 0, 0, Amplitude*sin( clock*2*pi) >
translate<-1.,2.15,0>
}
#declare Amplitude = 40 ;// in degrees - in Grad
object { Pendula
rotate< 0, 0, Amplitude*sin( clock*2*pi) >
translate<-2,2.15,0>
}
//------------------------------------- end
This may not be good code, as I am peeking up pieces from various tutorials.
The problem is the rotation. How I can define the rotation origin? Its behaving
like being fixed at the top point.
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