// PoVRay 3.8 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- #version 3.8; global_settings{ assumed_gamma 1.0 } #default{ finish{ emission 0 ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view location <0.0 , 2.0 ,-6.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 70 // diagonal view location <3.0 , 2.5 ,-6.0> right x*image_width/image_height look_at <0.0 , 1.0 , -2.0>} #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>} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.76 color_map { [0.5 rgb <0.20, 0.20, 1.0>] [0.6 rgb <1,1,1>] [1.0 rgb <0.5,0.5,0.5>]} } finish {ambient 1 diffuse 0} } scale 10000} // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.9 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare UL = <(-image_width/image_height)/2, 2, -4>; #declare LR = <(image_width/image_height)/2, 1, -4>; #declare u_vect = - UL; #declare v_vect = - UL; #declare tr_base_1=< 0,2/3,0>*0.01; #declare tr_base_2=< 1/2, -1/3,0>*0.01; #declare tr_base_3=<-1/2, -1/3,0>*0.01; #declare camera_mesh = mesh { #for(V,0,image_height,1) #for(U,0,image_width,1) #declare here = (UL+u_vect*(U/image_width)+v_vect*(V/image_height)); triangle { here + tr_base_1, here + tr_base_2, here + tr_base_3 } #end // for U #end // for V } // mesh // 0 - use mesh camera // 1 - orthographic equivalent of mesh camera // 2 - overview of setup #declare SCENE = 0; #switch(SCENE) #case(0) camera { mesh_camera { 1 0 mesh { camera_mesh } } location <0,0,-.1> direction z //normal { bumps 1 scale 0.1 } } #break #case(1) camera { orthographic location (UL + LR) / 2 direction z } #break #else camera{Camera_1} object { camera_mesh texture{ pigment{ cylindrical poly_wave 2 color_map{ [0.2 rgb 0 transmit 0] [0.5 rgb 0 transmit 1] [1.0 rgb 0 transmit 1] } rotate 90*x scale translate (UL + LR)/2 } //finish{emission 1} } hollow no_shadow } cylinder { UL UL+u_vect 0.01 pigment { red 1 } finish { phong 1 } no_shadow} cylinder { UL UL+v_vect 0.01 pigment { green 1 } finish { phong 1 } no_shadow } #break #end // Something to look at cylinder { <0, 0, 1> <0, 3, 1> 0.5 pigment { rgb <1,1,0> } }