// PoVRay 3.7 Scene File " ... .pov" // author: ... // date: ... //------------------------------------------------------------------------ #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //------------------------------------------------------------------------ #include "colors.inc" //------------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 30 // diagonal view location <.5 , 1.8 ,-2.5> right x*image_width/image_height look_at <0.0 , 1 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<.5,.7,.9>*.5 ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~Navy [1.0 color rgb<.5,.7,.9>*.5 ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ /*#macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen,0>,<0,AxisLen,0>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //------------------------------------------------------------------------ #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes -------------------------------- union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} rotate<20,-45,0> scale 0.75 translate no_shadow} #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark} rotate<10,0,0> scale 0.75 translate <-0.65,AxisLenY+0.50,-0.10> rotate<0,-45,0> no_shadow} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark} rotate<20,-45,0> scale 0.85 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.5, 2.8, 4, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes */ // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*.1] [0+HLine color rgbt<1,1,1,0>*.1] [0+HLine color rgbt<.1,.1,.1,1>] [1-HLine color rgbt<.1,.1,.1,1>] [1-HLine color rgbt<1,1,1,0>*.1] [1.000 color rgbt<1,1,1,0>*.1]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color rgb .5} } texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } box{<-100,0,10>,<100,9,100> pigment {rgb .5}} //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #include "math.inc" #include "transforms.inc" #declare Rand=seed(97531); //////////////////////////////////////////////////////////////////////////////// ////////////////// Paint Bottom /////////////////////////////////////////////// #macro PaintBottom(Obj,SplatPos, SplatSize, DripSize, Squiglyness, MisMax) #ifndef(Rand) #declare Rand=seed(97531); #end #local Norm=<0,0,0>; #local SplatCount=0; #local SplatPos = trace ( Obj, // object to test SplatPos, // starting point y, // direction Norm ); // normal // if intersection is found, normal differs from 0 #if (Norm.x != 0 | Norm.y != 0 | Norm.z != 0) #while (SplatPos.y>=0) sphere{0,1,1 scale SplatSize translate SplatPos } #local SplatSize=SplatSize*<.9,1,.9>; #local SplatCount=SplatCount+1; #if(SplatCount>DripSize.y) #local SplatPos=<0,-1,0>; #end #local SplatPos=SplatPos-(y*SplatSize.y/2); #end #end #end ////////////////////////////////////////////////////////////////////////////// ///////////////////// Paint Top ///////////////////////////////////////////// #macro PaintTop(Obj, SplatPos, SplatSize, DripSize, Squiglyness,MisMax, ScanAngle) #ifndef(Rand) #declare Rand=seed(97531); #end #local Norm=<0,0,0>; //#local ScanAngle=-y; #local SplatCount=0; //#while (SplatPos.y>=0) #while (SplatCount; #local SplatPos = trace ( Obj, // object to test SplatPos, // starting point ScanAngle, // direction Norm ); // normal // if intersection is found, normal differs from 0 #if (Norm.x != 0 | Norm.y != 0 | Norm.z != 0) #if(Norm.y<= -.5) PaintBottom(Obj,SplatPos, SplatSize, DripSize-y*SplatCount, Squiglyness, MisMax) #local SplatCount=DripSize.y+1; #end /* */ sphere{0,1,1 scale SplatSize Point_At_Trans(Norm) translate SplatPos } #local SplatPos=SplatPos+Norm*.1+(x*Squiglyness*(.5-rand(Rand)))+(z*Squiglyness*(.5-rand(Rand))) -(.5*SplatSize.y); #local ScanAngle=-Norm; #local Squiglyness=Squiglyness*.95; #local SplatSize=SplatSize*<.99,1,.99>; #local SplatCount=SplatCount+1; #if (SplatPos.y<=0) #local Splatcount=DripSize.y+1; #end #end #end PaintBottom(Obj,SplatPos, SplatSize, DripSize, Squiglyness, MisMax) #end //////////////////////////////////////////////////////////////////////////// // sphere test #declare Obj=sphere{0,1 scale <.2,.1,.2> translate y} #declare SplatPos=<0,3,0>; #declare SplatSize=<.06,.03,.06>; #declare Squiglyness=.1 ; #declare MisMax=200; #declare DripSize=<30,10*clock,30>; // length of drip for each vector #declare ScanAngle=-y; union{ blob{ PaintTop(Obj,SplatPos, SplatSize, DripSize, Squiglyness, MisMax, ScanAngle) //} #declare Rand=seed(97531); #declare SplatPos=<.01,3, -.01>; PaintTop(Obj,SplatPos, SplatSize, DripSize, Squiglyness, MisMax, ScanAngle) } pigment{rgb<1,.2,.1>} finish{specular .5 phong 1 phong_size 200 roughness.01 brilliance 4} } /* #declare SplatPos=<0,3,0>; #declare SplatSize=<.06,.06,.06>; #declare Squiglyness=.3 ; #declare MisMax=200; #declare DripSize=<30,10000,30>; // length of drip for each vector #declare SplatPos=<0,-1,0>; union{ blob{ PaintBottom(Obj,SplatPos, SplatSize, DripSize, Squiglyness, MisMax) } pigment{rgb<1,.2,.1>} finish{specular .5 phong 1 phong_size 200 roughness.01 brilliance 4} } */ object{Obj pigment{rgbft .5}}