// // labeller_tentdesign.inc // ----------------------- // Created by Chris Bartlett April 2008 // This include file defines the layers of pigment required to build up a polyhedral label. // // This file is licensed under the terms of the CC-LGPL. // Source http://lib.povray.org/ // // The scale is 0.001 POV-Ray units = 1mm (1m = 1 POV-Ray unit) // Layers of pigment need to lie on the XZ plane. The sample is taken at y=-0.0001. // // You can render this file, which will display a flattened version of the label. // Render times are typically half a minute to a couple of minutes depending on size. // #ifndef (Labeller_LabelDesignClip) #declare Labeller_LabelDesignClip = 1; #end // 0 = No clipping, 1 = Clipping #ifndef (Labeller_ShowAxes) #declare Labeller_ShowAxes = 1; #end // 0 = No Axes, 1 for 640x480. Increase for smaller renders #ifndef (Labeller_LabelDesignSegment) #declare Labeller_LabelDesignSegment = 0; #end // 0 for full view. Otherwise a number between 1 and Labeller_PolyhedronFaces // If the Labeller_LabelDesignMode is set to '1' we call a macro to display a flattened version of the label and // to set up a standard orthographic camera and a light source. The various Labeller macros set // Labeller_LabelDesignMode to '0', so if it's not set we know this file wasn't included through the macros. #ifndef (Labeller_LabelDesignMode) #declare Labeller_LabelDesignMode = 1; #end #if (Labeller_LabelDesignMode) #include "labeller.inc" Labeller_DisplayDesign("labeller_price.inc","Poly") background {rgb <0.1,0.2,0.1>*0.5} #else //**************************// // Label Design // //**************************// #declare Labeller_LabelLayer = array[Labeller_PolyhedronFaces+1][30]; //**************************// // Label Texts // //**************************// #local LabelText1 = array[2] { "Black", " Ink" } #local LabelText4 = "vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv"; #local PriceGrey = 1.5*Labeller_PigmentIntensity*<162,150,124>/255; #local PriceGold = PriceGrey; #local Labeller_BlueBandThickness = 0.0065; #local Labeller_RedRimThickness = 0.0015; #local Labeller_BlueRimThickness = 0.0015; #local Labeller_FaceCentre = ; //**************************// // Layers of pigment // //**************************// // The label background #declare Labeller_LabelLayer[0][0] = pigment {rgb 0.9*PriceGrey} #local Labeller_GoldRimThickness = 0.0015; #local Labeller_BlueGapThickness = Labeller_GoldRimThickness/2; #local Labeller_GoldLineThickness = Labeller_BlueGapThickness/2; // The thin bands around the top and bottom of the label including the symbols used to add a pattern to the rims #local TextObject4 = text {ttf Labeller_FontCheck("wingding.ttf") LabelText4 1,0} #local TextCentre4 = (max_extent(TextObject4)+min_extent(TextObject4))/2; #declare Labeller_LabelLayer[0][1] = pigment { object { union { box { // Bottom Gold Rim <0,-1,0>, } box { // Top Gold Rim <0,-1 ,Labeller_LabelDepth>, } box { // Gold Line inside Top Rim <0,-1 ,Labeller_GoldRimThickness+Labeller_BlueGapThickness>, } box { // Gold Line inside Bottom Rim <0,-1 ,Labeller_LabelDepth-Labeller_GoldRimThickness-Labeller_BlueGapThickness-Labeller_GoldLineThickness>, } object { TextObject4 translate -x*(TextCentre4) rotate x*90 // Rotate onto the XZ plane scale <0.0015,1,0.0015> // Scale as required translate } object { TextObject4 translate -x*(TextCentre4) rotate x*90 // Rotate onto the XZ plane scale <0.0015,1,0.0015> // Scale as required translate } } color <1,1,1,1> color PriceGold } } #end