// Brick wall macro display file // Written by Mark Slone - slone@hiwaay.net - July 2002 // POV-Ray 3.5 Settings global_settings { assumed_gamma 1.0 ambient_light rgb <0.1, 0.1, 0.1> noise_generator 1 // Old darker streaks (created using POV-Ray 3.1) } #include "BrickWall.mcr" #include "VeniceLamp.inc" // Rotate wall and parts for good view #declare WallRot = -45; // Stone #declare Mottled_pigment = pigment { bozo turbulence 0.60 omega 0.80 lambda 3.00 color_map { [0.00 color rgb <0.6, 0.6, 0.6>] [1.00 color rgb <1.0, 1.0, 1.0>] } } #declare Granite_streaks = texture { pigment { granite color_map { [0.0 rgbt <0.65, 0.65, 0.65, 1.0>] [0.1 rgbt <0.65, 0.65, 0.65, 1.0>] // 0.4 rgbt = fewer streaks [1.0 rgbt <0.10, 0.10, 0.10, 0.2>] } scale <2.0, 5., 2.0> } } #declare MottledMarble_texture = texture { pigment { Mottled_pigment } } texture { Granite_streaks } // Water streaks // Dark water streaks // To make darker, change rgb darker or t less transparent #declare Streaky = pigment { bozo color_map { [0.00 color rgbt <0.18, 0.10, 0.05, 0.9>] [0.10 color rgbt <0.18, 0.10, 0.05, 0.3>] [0.25 color rgbt <0.18, 0.10, 0.05, 0.9>] [0.37 color rgbt <0.18, 0.10, 0.05, 0.3>] [0.63 color rgbt <0.18, 0.10, 0.05, 0.9>] [0.75 color rgbt <0.18, 0.10, 0.05, 0.3>] [0.90 color rgbt <0.18, 0.10, 0.05, 0.9>] [1.00 color rgbt <0.18, 0.10, 0.05, 0.3>] } scale <10., 10., 10.> turbulence 1.00 lambda 2.8 omega 0.6 octaves 8 } #declare Streaky_clear = pigment { bozo color_map { [0.00 color rgbt <0.15, 0.15, 0.15, 1.0>] [1.00 color rgbt <0.15, 0.15, 0.15, 1.0>] } scale <10., 10., 10.> turbulence 1.00 lambda 2.8 omega 0.6 octaves 8 } // Fade toward the middle #declare Vertical_streaks = pigment { gradient x pigment_map { [0.00 Streaky_clear ] [0.10 Streaky ] [0.50 Streaky_clear ] [0.90 Streaky ] [1.00 Streaky_clear ] } turbulence 0.15 // not totally vertical } // Fade as streaks near the bottom #declare Streaks_pigment = pigment { gradient y pigment_map { [0.00 Streaky_clear ] [0.80 Vertical_streaks ] [1.00 Vertical_streaks ] } } // Color the background background { color rgb <.25, .35, .40>*.5 } // Display the scene camera { location < 2.0, 5.5, -30.0> look_at < 2.0, 5.5, 0.0> angle 30 } // The sun // The brick wall was not designed for bright sunlight, so mortar // and brick colors should be adjusted for good results in sunlight //light_source {<1000, 500, -500> color rgb < 1., 1., 1.>*3 } // Fill light light_source {<-500, 500, -500> color rgb < 0.4, 0.4, 0.4> } // Horizon Clouds #declare Horizon_clouds = pigment { granite color_map { [0.00 color rgbt <1.0, 1.0, 0.9, 0.0>*0.5] // White [0.15 color rgbt <1.0, 1.0, 0.9, 0.0>*0.5] // White [0.25 color rgbt <1.0, 0.9, 0.7, 0.2>*0.5] // White-Yellow [0.30 color rgbt <1.0, 0.9, 0.9, 0.4>*0.5] // White-Yellow [0.35 color rgbt <1.0, 0.9, 0.7, 0.5>*0.5] // White-Yellow [0.45 color rgbt <1.0, 1.0, 0.9, 1.0>*0.5] [1.00 color rgbt <1.0, 1.0, 0.9, 1.0>*0.5] } turbulence 0.1 scale <2.0, 0.2, 2.0> } // Sky sky_sphere { pigment { gradient y pigment_map { [0.00 Horizon_clouds ] [0.01 Horizon_clouds ] [0.05 color rgb < .25, .35, .40 >*0.9] // Gray blue sky Light horizon [0.19 color rgb < .25, .35, .40 >*0.2] // Gray blue sky Dark } } } // Fog fog{ color rgb <0.6, 0.55, 0.57> fog_type 2 fog_alt 18 fog_offset 0 distance 5000 turbulence < 1., 1., 1.> } // Lamp (includes a light source) object { VeniceLamp rotate (105.0 + WallRot)*y translate <0.0, 9.5, 0.0> } // The brick walls (draws two walls with a corner) object { BrickWall(12.0, 9.9, 4.8) rotate WallRot*y } // The window frame (the window's hole is created in BrickWall) object { difference { union { box { <3.75, 2.75, -0.15>, <7.25, 6.5, 0.5> } cylinder { <5.5, 6.5, -0.15>, <5.5, 6.5, 0.5>, 1.75 } } box { < 4.1, 3.1, -1.0>, < 6.9, 6.5, 11.0> } cylinder { < 5.5, 6.5, -1.0>, < 5.5, 6.5, 11.0>, 1.4 } } // end of difference texture { MottledMarble_texture } rotate WallRot*y } // The water streaks under the window object { box { <0.0, 0.0, 0.0>, <3.8, -2.75, 0.001> } pigment { Streaks_pigment translate <10.0, 0.0, 0.0> scale <3.8, 4.0, 1.0> } translate <3.7, 2.75, -0.04> rotate WallRot*y no_shadow } // The quions (comment out to see brick corner normal problem) #local QuionHeight = 0.25; #while ( QuionHeight < 9.0 ) object { superellipsoid { <.08, .08> scale 0.5 translate <0.35, 0.45, 0.35> } rotate WallRot*y translate <0., QuionHeight, 0.> texture { MottledMarble_texture } } #local QuionHeight = QuionHeight + 1.4; #end // Dark Water (ripple reflection) plane { y, 0.0 finish { ambient 0.00 diffuse 0.00 reflection 0.08 } pigment { color rgb < 0.0, 0.08, 0.0> } normal { ripples 0.3 frequency 1 scale < 5., 1., 5. > } }