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/*
I'm trying to make the rear lights symetrical in a car I'm modelling in Pov 3.5
Beta 2.
Does anyone know why it's asymetrical?
Any help will be appreciated.
--
- Nekar
*/
////////////////////////////////
#declare Modelling = on;
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
}
// ---------------------------------------- //
camera
{
location <0.0, 7, -5>
direction 1.5*z
right 4/3*x
look_at <0.0, 0.0, 20>
}
sky_sphere
{ pigment { gradient y color_map { [0.0 color rgb<.6,.8,.9> ][.1 color
rgb<.3,.7,.9>] [1.0 color blue 0.6] }} }
plane { y, 1000 pigment
{
bozo scale 5000 turbulence 1
color_map { [0.0 color rgbt <1,1,1,1>][0.5 color rgbt <1,1,1,1>][1.0 color
rgbt <1,2,3,0>] }
}
hollow on }
#declare Salt = texture { pigment {color rgb 1}}
light_source
{ 0*x // light's position (translated below)
color rgb <2.2,2.1,2> // light's color
translate <-3000, 3000, -3000>
}
// ----------------------------------------
plane { y, -1 texture {Salt}}
#macro Cars (Colour, Angle, Position, Turn)
#declare Metallic1 = texture { pigment{color rgb <.1,.3,.5>}
finish{ reflection .15 specular 1 phong .2 }
}
#declare StrengthVal = 1.0; // (+ or -) strength of component's radiating
density
#declare RadiusVal = 1.0; // (0 < RadiusVal) outer sphere of influence on
other components
#declare CarFins=difference { blob{threshold .5
cylinder { (y*.2),(y*-.2), StrengthVal, RadiusVal
scale <7,4,9> rotate z*15 scale <3,1,1>translate <6,-1.1,0>} // scale <2,.9,.9>
translate x*15 done
cylinder { (y*.5),(y*-.5), StrengthVal, -10 scale
<20,.6,2> translate <5,.8,0>} // tailfin
sphere { <0, 0, 0>, StrengthVal,-10 scale <15,5,9>
translate <-8,2,0>}
// subtract curve
cylinder { <0,.18,.5>,<0,-.18,-.5>, StrengthVal, -9
scale <5.5,1.6,1.0> translate <2,0,-3> pigment {color rgb 0}} // top inlet
cylinder { <0,.18,-.5>,<0,-.18,.5>, StrengthVal, -9
scale <5.5,1.6,1.0> translate <2,0,3> pigment {color rgb 0}} // top inlet
sphere { <0, 0, 0>, StrengthVal,-1 scale <5,15,15>
rotate z*-15 translate <9,-7,0>}
// Subtract Rear
sphere { <0, 0, 0>, StrengthVal,-1 scale <10,15,15>
translate <20,-7,0>}
// SubtractRear excess
}
plane {y, -2.0}
}
#declare rearlights = blob{threshold 1
sphere { <0, 0, 0>, StrengthVal, 20 scale
<.3,1.4,1.8> rotate <0,30,40> translate <8.5,.4,-2.8>}// rear lights
sphere { <0, 0, 0>, StrengthVal, 20 scale
<.3,1.4,1.8> rotate <0,-30,40> translate <8.5,.4,2.8>} // rear lights
sphere { <0, 0, 0>, StrengthVal, -30 scale
<10,10,3> rotate <0,-30,40> translate <8.5,.5,0>} // rear lights
sphere { <0, 0, 0>, StrengthVal, -50 scale
<10,.5,10> rotate <0,-30,40> translate <8.5,-.5,0>} // rear lights
// sphere{ <0, 0, 0>, StrengthVal, 20 scale
<.3,.6,1.3> rotate <0,30,40> translate <8.5,.5,-2.9>}// rear lights
// sphere{ <0, 0, 0>, StrengthVal, 20 scale
<.3,.6,1.3> rotate <0,-30,40> translate <8.5,.5,2.9>} // rear lights
}
#declare rLightOut = texture {pigment { color rgbf <1,0,0,.1>} finish
{reflection <1,.1,0> }}
#declare Car = union { difference { union{ difference { object{CarFins }
object { rearlights pigment {color rgb 0}
inish{ reflection 2 specular 1 /*ambient 1*/}}
}
intersection { object{CarFins pigment { color rgbt <.1,.2,.3,.5>}
finish {reflection.2 }}
object { rearlights texture {rLightOut} }
}
scale x*1.1
}
cylinder { <-3.5,-1,1.5>, <-3.5,-1,5>, 1.5 }
cylinder { <-3.5,-1,-1.5>, <-3.5,-1,-5>, 1.5 }
cylinder { <7,-1,1.7>, <7,-1,5>, 1.5 }
cylinder { <7,-1,-1.7>, <7,-1,-5>, 1.5 }
}
translate x*-2
texture{Metallic1}
}
object{Car rotate Angle translate Position}
#end
Cars (2, y*90, <0,1.2,15>, 0)
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> #declare rearlights = blob{threshold 1
> sphere { <0, 0, 0>, StrengthVal, 20 scale
> <.3,1.4,1.8> rotate <0,30,40> translate <8.5,.4,-2.8>}// rear lights
> sphere { <0, 0, 0>, StrengthVal, 20 scale
> <.3,1.4,1.8> rotate <0,-30,40> translate <8.5,.4,2.8>} // rear lights
> sphere { <0, 0, 0>, StrengthVal, -30 scale
> <10,10,3> rotate <0,-30,40> translate <8.5,.5,0>} // rear lights
> sphere { <0, 0, 0>, StrengthVal, -50 scale
> <10,.5,10> rotate <0,-30,40> translate <8.5,-.5,0>} // rear lights
these last two items don't seem to be symmetrical in their dimensions
PS
Why not just create the right hand light and create the left one by scaling
the right by <-1,1,1>?
-tgq
--
camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
}pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
*4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}// TGQ
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"Trevor Quayle" <Tin### [at] hotmail com> wrote in message
news:3bab29eb$1@news.povray.org...
> > #declare rearlights = blob{threshold 1
> > sphere { <0, 0, 0>, StrengthVal, 20 scale
> > <.3,1.4,1.8> rotate <0,30,40> translate <8.5,.4,-2.8>}// rear lights
> > sphere { <0, 0, 0>, StrengthVal, 20 scale
> > <.3,1.4,1.8> rotate <0,-30,40> translate <8.5,.4,2.8>} // rear lights
>
>
> > sphere { <0, 0, 0>, StrengthVal, -30 scale
> > <10,10,3> rotate <0,-30,40> translate <8.5,.5,0>} // rear lights
> > sphere { <0, 0, 0>, StrengthVal, -50 scale
> > <10,.5,10> rotate <0,-30,40> translate <8.5,-.5,0>} // rear lights
>
>
> these last two items don't seem to be symmetrical in their dimensions
>
> PS
> Why not just create the right hand light and create the left one by scaling
> the right by <-1,1,1>?
>
Duh! Why didn't I think of that in the first place...
Thanks,
- Nekar
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