// 1 cm == 1 unit global_settings {max_trace_level 4} camera{ //location <.2, .25, -.78>*30 //look_at <0, .08, 0> location <0, 4, -22>/1.25 //-y*5 look_at <0, 0, 0> //orthographic } light_source{ <+1, 1, -5>*50 rgb <.85, .85, 1/*sin(clock*pi)*/> } light_source{ <-20, 0, -5>*50 rgb <.85, .85/*abs(cos(clock*pi))*/, 1> } light_source{ <15, 10, 15>*50 rgb <.85, .85/*abs(cos(clock*pi))*/, 1>*.6 } /*plane{ z, 2000 pigment {rgb 0} } */ /*cylinder {<-100, 0, 0>, <100, 0, 0>, .2 pigment {gradient x scale 2 color_map{[0 rgb<1,0,0>][.5 rgb <1,0,0>] [.5 rgb 1][1 rgb 1]}}} cylinder {<0, -100, 0>, <0, 100, 0>, .2 pigment {gradient y scale 2 color_map{[0 rgb<0,1,0>][.5 rgb <0,1,0>] [.5 rgb 1][1 rgb 1]}}} cylinder {<0, 0, -100>, <0, 0, 100>, .2 pigment {gradient z scale 2 color_map{[0 rgb<0,0,1>][.5 rgb <0,0,1>] [.5 rgb 1][1 rgb 1]}}} */ #include "colors.inc" #include "skies.inc" sky_sphere{S_Cloud1} #declare IMPORT_SPATCH = 1; #declare R1 = seed(1); //#declare spath = "c:\programfiles"; //-------------------------------------MASK /*intersection{ sphere{ <0, 0, 0>, .15 } sphere{ <0, 0, 0>, .14 inverse } box{ <0, -.16, -.16>, <.16, .16, 0> } scale <.8, 1, 1> translate <-.3, 0, 0> pigment{ rgb <.8, .8, .75> } finish{ metallic specular .8 roughness .02 reflection .2 } } */ #declare MaskNormal = normal{ average normal_map{ [1 dents -.126*3 scale .28] [1 bumps .10*3 scale .3 slope_map{ [0 <0, 0>] [.5 <0, 0>] [.75 <.5, .5>] [1 <1, 0>] } ] [1 bump_map{ gif "scratch_map.gif" once} bump_size 30 scale 1/(<.03, .05, .03>*50) scale 1/1.45 translate -.5 scale <13.85, 20.3, 1> translate -y*1.2 ] } } #declare MaskSubTex_1 = texture{ pigment{ rgb 1 //.1 } finish{ metallic diffuse .7 specular .5 roughness .001 reflection .17 brilliance 4.8 } normal{MaskNormal} } #declare MaskSubTex_2 = texture{ pigment{ rgb <.95*1, 1, .95>//*.91 } finish{ metallic diffuse .5 specular (.1 + .5) / 2 roughness (.1 + .001) / 2 reflection .06 brilliance (2.8 + 4.8) / 2 } normal{MaskNormal} } #declare MaskTex_1 = //Metal texture{ dents scale 1.45 turbulence .6 texture_map{ [0.0 MaskSubTex_1 scale 1] //[0.05 MaskSubTex_1] [0.85 MaskSubTex_2 scale 1] [1 MaskSubTex_2 scale 1] } } #declare MaskTex_2 = //Rust texture{ pigment{ bozo color_map{ [0 rgb <1, .9, .8>/1.05/1.2] [1 rgb <1, .85, .8>/1.25/1.3] } scale .25 } finish{ metallic specular .1-.05 roughness .006 //reflection .02 brilliance 4 } normal{ bumps -.3 scale <.02, .04, .04> } } #declare MaskTex = texture{ dents scale <.03, .05, .03>*50 turbulence .8 texture_map{ [0 dents translate -90 //scale 1.2 texture_map{ [0 MaskTex_1 ] /* [1 pigment{rgb (<.95, .85, .8>/1.3+1)/2} normal{MaskNormal} finish{ metallic diffuse .5 specular (.1 + .6) / 2 roughness (.1 + .001) / 2 reflection .06 brilliance (2.8 + 4.7) / 2 }]*/ }] [0.35 dents translate -90 //scale 1.2 texture_map{ [0 MaskTex_1 ] /* [1 pigment{rgb (<.95, .85, .8>/1.3+1)/2} normal{MaskNormal} finish{ metallic diffuse .5 specular (.1 + .6) / 2 roughness (.1 + .001) / 2 reflection .06 brilliance (2.8 + 4.7) / 2 }] */ }] [0.75 MaskTex_2 translate -z*35] [1 MaskTex_2 translate -z*35] } //translate -z*25 } #macro MakeTexture(n) texture{ average scale 1/<13.91, 20.3, 1> texture_map{ [n/255 MaskTex translate 10] [(255-n)/255 MaskTex_2] } } #end union{ intersection{ union{ #include "mask-1.pov" //#include "c:\program files\spatch\models\mask.pov" rotate x*90 rotate z*180 rotate y*180 } union{ #declare varv = 0; #declare vurv = 0; #declare Xstep = 0.26; #declare Ystep = Xstep; #while (vurv < 16) #while (varv < 11-vurv/4) /*cylinder {<0,0,-5>, <0,0,1>, Xstep/2.2 scale <.95-(varv/16)*.12, 1, 1> translate <1+varv*Xstep+(1-mod(vurv, 2))*Xstep/2, 1.5-vurv*Ystep, 0>} cylinder {<0,0,-5>, <0,0,1>, Xstep/2.2 scale <.95-(varv/16)*.12, 1, 1> translate <-1*(1+varv*Xstep+(1-mod(vurv, 2))*Xstep/2), 1.5-vurv*Ystep, 0>} */ //sphere*/ // {<.02+varv*Xstep+abs(mod(vurv, 2)-1)*.005, .1-vurv*Ystep, -.03+varv*.03/8>, .003 // pigment{rgb <2,1,1>} // } #declare varv = varv+1; #end #declare vurv = vurv+1; #declare varv = 0; #end inverse } /* texture{ gradient x scale 7 turbulence .1 texture_map{ [0 MaskTex_2 scale 1/7] [.1 MaskTex_2 scale 1/7] [.17 MaskTex scale 1/7] [1 MaskTex scale 1/7] } }*/ } object{ #include "mask-2.pov" rotate x*90 rotate z*180 rotate y*180 //texture{MaskTex} } object{ #include "mask-3.pov" rotate x*90 rotate z*180 rotate y*180 //texture{MaskTex} } object{ #include "mask-4.pov" rotate x*90 rotate z*180 rotate y*180 pigment {rgbt 0} } //translate z*10 /*pigment {rgb 1} normal{ bump_map{ gif "scratch_map.gif" once } bump_size 1 translate -.5 scale <13.90, 20.3, 1> translate -y*1.2 } */ texture{ //RIKTIG! material_map{ gif "rust_map.gif" once #declare varv = 0; #while (varv < 255) MakeTexture(varv) #declare varv = varv+1; #end } translate -.5 scale <13.91, 20.3, 1> //translate -y*(12-8.5) translate -y*1.2 } rotate y*(120+(clock+(35/100))*(-360)) }