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I have worked out a vey nice screw, it follows the American screw standards
and actually looks like a real screw. All i need to do now is to make a
more realistic head. It takes a hell of a long time to render if doing good
quality. Here is the full scene text:
// ==== Standard POV-Ray Includes ====
/*#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined
functions
#include "metals.inc"
*/
// perspective (default) camera
camera {
location <-2, 20, -22.0>
look_at <6, 5, 0>
right x*image_width/image_height
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.2 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 60, -40> // <x y z> position of light
}
#declare Gold_Nugget =
material // Gold_Nugget
{
texture
{
pigment
{
color rgb <0.5, 0.35, 0.25>
}
finish
{
ambient 0.1
diffuse 0.65
brilliance 1.5
specular 0.85
roughness 0.01
reflection 0.45
}
}
}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
-2 // distance from the origin in the direction of the surface normal
hollow on // has an inside pigment?
material {Gold_Nugget}
}
/*
cylinder {
<0,100,0>,<0,-100,0>,0.05
pigment {Red}
}
cylinder {
<100,0,0>,<-100,0,0>,0.05
pigment {Red}
}
cylinder {
<0,0,100>,<0,0,-100>,0.05
pigment {Red}
}
*/
//-------------------------------------------------------------------------------------
// ALL SCREW DIMENSION GO HERE \/ \/ \/
#declare p=1; //pitch (distance between same 2 points on the thread) 1
cycle or period
#declare md=8; //major diameter of the screw
#declare len=25; //length of screw withou the cap
#declare qual=300;//quality of the screw (number of cones per one revolution
or one pitch)
//-------------------------------------------------------------------------------------
#declare d=(p*sqrt(3)/2);
#declare pv=(1/16)*p*cos(pi/6); //NOTE to Self, rotate in degrees BUT
sin,cos, etc.. in radians
#declare n_dies=(((len/p)-1/2)*qual); //total number of cones (dies) to be
added from cylinder
#declare mid= md-2*(d-2*pv); //minor diameter of the screw, the diameter of
the center cylinder
#declare BLUE_METAL =
material // BLUE_METAL
{
texture
{
pigment
{
color rgb <0.0, 0.0, 0.61>
}
finish
{
ambient 0.1
diffuse 0.8
brilliance 6.0
phong 1.0
phong_size 80.0
reflection 0.7
}
}
}
#declare die=
cone {
<0,0,0>, (p*7/16)
<(d-2*pv),0,0>, (p/16)
translate <mid/2,0,0>
//texture {Chrome_Metal}
}
#declare die_set=
union {
#declare n_dies_con=n_dies;
#while (n_dies>0)
object { die
rotate <0,((360/qual)*( n_dies_con-n_dies)),0>
translate <0,((p/qual)*( n_dies_con-n_dies)),0>
}
#declare n_dies=(n_dies-1);
#end
}
#declare main =
union {
object {die_set }
cylinder {
<0,0,0>,<0,len-1/2*p,0>,mid/2
}
cylinder {<0,len-1/2*p,0>,<0,len,0>,md/2
}
rotate <0,0,0>
translate <0,0,0>
}
#declare nl=(2*sqrt(3)*0.75*md)/3;
#declare head_hex=
// extrude a closed 2-D shape along an axis
prism {
linear_sweep // or conic_sweep for tapering to a point
linear_spline // linear_spline | quadratic_spline | cubic_spline |
bezier_spline
len, // height 1
len +2/3*md, // height 2
7, // number of points
// (--- the <u,v> points ---)
<.5*nl,-0.75*md>,<nl,0>,<.5*nl,0.75*md>,
<-.5*nl,0.75*md>,<-nl,0>,<-.5*nl,-0.75*md>,
<.5*nl,-0.75*md>
// , <0.2, 0.2> // match 2nd point, if quadratic_spline add this
// , <0.2, -1.0> // match 1st point, if cubic_spline add this as
well as the other
// [open]
// [sturm]
}
#declare screw= union {object {main} object {head_hex}
// texture {Chrome_Metal}
material {BLUE_METAL}
}
object {screw rotate <0,20,-90> translate <-8,5,0>}
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Try rendering with lower quality first, to see how it comes out. This is my
backround for my desktop and i used 25000 quality seting. It took around
4hrs to render on 2ghz Athlon xp.
Please tell me what you think of this screw...
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