/* PoV v3.1 example scene file of poker playing chips Copyright Ken Tyler tylereng@pacbell.net created 02-26-1999 You are free to do with this as you wish. */ // Pov is going to complain that the bounding for this object is unecessary. // If you leave it in it will render faster by about 20%-30%. // If you remove the bounding the render time will increase but Pov will // quit complaining about it. It's up to you but you have been warned. #declare F = finish { ambient 0.150 diffuse 0.350 specular 1.000 roughness 0.001 brilliance 1.000 reflection 0.025} #declare P1 = rgb<1,1,1>; #declare P2 = rgb<1,0,0>; #declare P3 = rgb<1,1,0>; #declare P4 = rgb<0,0,1>; // Make one 45 degree wedge #declare Section = intersection{ cylinder{z*-0.1,z*0.1, 2} plane{y,0 rotate 67.5*-z} plane{y,0 rotate 67.5* z} } // end intersection // The inside union rotates "Section" 8 times to produce a circle // with alternating colors. The difference is used to punch a hole // through the middle. The outside union attaches a one more cylinder // as a plug for the middle and is used with the declare for the object // red chips #declare Chip1 = union { difference{ union{ object{Section rotate z*0.0 pigment{P1}finish{F}} object{Section rotate z*45 pigment{P2}finish{F}} object{Section rotate z*90 pigment{P1}finish{F}} object{Section rotate z*135 pigment{P2}finish{F}} object{Section rotate z*180 pigment{P1}finish{F}} object{Section rotate z*225 pigment{P2}finish{F}} object{Section rotate z*270 pigment{P1}finish{F}} object{Section rotate z*315 pigment{P2}finish{F}} } // end union cylinder{z*-0.11,z*0.11,1.7 pigment{P1}}finish{F} } //end difference cylinder{z*-0.08,z*0.08,1.8 pigment{P1}finish{F}} bounded_by{cylinder{z*-0.12,z*0.12,1.9}} } // end union // yellow chips #declare Chip2 = union{ difference{ union{ object{Section rotate z*0.0 pigment{P1}finish{F}} object{Section rotate z*45 pigment{P3}finish{F}} object{Section rotate z*90 pigment{P1}finish{F}} object{Section rotate z*135 pigment{P3}finish{F}} object{Section rotate z*180 pigment{P1}finish{F}} object{Section rotate z*225 pigment{P3}finish{F}} object{Section rotate z*270 pigment{P1}finish{F}} object{Section rotate z*315 pigment{P3}finish{F}} } // end union cylinder{z*-0.11,z*0.11,1.7 pigment{P1}}finish{F} } //end difference cylinder{z*-.08,z*.08,1.8 pigment{P1}finish{F}} bounded_by{cylinder{z*-0.12,z*0.12,1.9}} } // end union // blue chips #declare Chip3 = union{ difference{ union{ object{Section rotate z*0 pigment{P1}finish{F}} object{Section rotate z*45 pigment{P4}finish{F}} object{Section rotate z*90 pigment{P1}finish{F}} object{Section rotate z*135 pigment{P4}finish{F}} object{Section rotate z*180 pigment{P1}finish{F}} object{Section rotate z*225 pigment{P4}finish{F}} object{Section rotate z*270 pigment{P1}finish{F}} object{Section rotate z*315 pigment{P4}finish{F}} } // end union cylinder{z*-0.11,z*0.11,1.7 pigment{P1}}finish{F} } //end difference cylinder{z*-0.08,z*0.08,1.8 pigment{P1}finish{F}} bounded_by{cylinder{z*-0.12,z*0.12,1.9}} } // end union // These are just a mechanism to rotate and stack the chips. // red chips #declare A = 0; #while (A < 20) object{Chip1 rotate<90,-5*A,0>translate<-5,0.202*A,4>} #declare A = A + 1; #end // yellow chips #declare A = 0; #while (A < 20) object{Chip2 rotate<90,5*A,0>translate<5,0.202*A,4>} #declare A = A + 1; #end // blue chips #declare A = 0; #while (A < 20) object{Chip3 rotate<90,5*A,0>translate<0,0.202*A,2>} #declare A = A + 1; #end plane{y,-.02 pigment{rgb<0,.65,0>}finish{F}} light_source{<-30,10, -10>rgb 1} light_source{<-30, 2,-100>rgb 1} camera{location<0,8,-10>look_at y*2} // End of File Ken Tyler 02-26-1999