// Persistence of Vision Ray Tracer Scene Description File // File: whiskey.pov // Vers: 3.1 // Desc: CSG whiskey tumbler // Date: 8/24/98 // Auth: ArfGrafix // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "glass.inc" #include "metals.inc" #include "skies.inc" /* // Set a color of the background (sky) background { White } */ // An infinite planar surface // plane {, D } where: A*x + B*y + C*z = D plane { y,0 pigment { brick pigment{LightGray}, pigment{ Firebrick } brick_size 3 mortar .5 } normal { bumps .25 scale .0425} hollow} #declare camtop = camera { location <0 ,4 ,-7> look_at <0,3,0> } //********************************LIGHTS********************************************** // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-20, 60,-20> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <20, 60,-20> } light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <0, 60,-20> } //************************************END LIGHTS************************************* //******************************TEQUILA GLASS**************************************** #declare whiskey = //this is the liquid in the shot glass intersection { merge { sphere { <0,2,0>, 1.099 } cone { <0,2,0>, 1.099 <0,3.25,0>, 1.25 open} } plane { y, 2.5 pigment{ color rgbt <0.71, 0.65, 0.26, .5> } interior { ior 1.361 } } } #declare straw = // the straw in the glass cylinder { <0,0,0>, <1.675,3.25,0>, .10 open scale <1,.93,1> translate y*1.2 } #declare outercone = // the outer part and surface of the glass cone { <0,.1,0>, 1.2 <0,3,0>, 1.55 } #declare innercone = // the hollow inner portion of the glass merge { sphere { <0,2,0>, 1.1 } cone { <0,2,0>, 1.1 <0,3,0>, 1.45 open} } #declare glass = // the glass after the inner part( hollow ) is subtracted or differenced difference { object { outercone } object { innercone } } #declare dimpler = //the sphere that creates the dimples in the base portion of the glass sphere { <-1.25,.7,0>,.35 scale <1,3,1> } #declare thrill = // this is the routine that that creates the union { // dimples every 12 degrees about the base of the glass #declare c = 0; #while ( c < 360 ) object { dimpler rotate y*c } #declare c = c + 30; #end } #declare gwd = // this is the glass after it has been dimpled. difference { object { glass } object { thrill } } //***********************END TEQUILA GLASS******************************************** //*********************PRESENTATION AREA********************************************** camera { camtop } sky_sphere { S_Cloud4 } object { gwd texture { T_Old_Glass } } object { whiskey pigment{ color rgbf <0.71, 0.65, 0.26, .5> } interior { ior 1.361 } } object { straw pigment { gradient x color_map{ [0.5 color rgb<1,0,0>] [0.5 color rgb<1,1,1>] } frequency 1 scale .05 } finish { phong 1 phong_size 125 } } /* object { dimpler pigment{ P_Silver1 } } */ //*******************END PRESENTATION AREA*********************************************