POV-Ray : Newsgroups : povray.text.scene-files : Lightbulb (incandescent 60 Watt kind) Server Time
19 Apr 2024 20:15:30 EDT (-0400)
  Lightbulb (incandescent 60 Watt kind) (Message 1 to 3 of 3)  
From: Bob Hughes
Subject: Lightbulb (incandescent 60 Watt kind)
Date: 9 Sep 1999 01:21:20
Message: <37d743d0@news.povray.org>
// Persistence of Vision Ray Tracer Scene Description File
// File: litebulb.pov
// Vers: 3.1
// Desc: household incandescent bulb (60 Watt)
// Date: 99.7
// Auth: Bob Hughes  mailto:inv### [at] aolcom?Subject=PoV-Scene
// Note: This is set up as a scene file, to use only the bulb itself
you will need to set
//       the Scene switch to off and use  LB  as the object in your
own scenes (using this as a include).
//        _C_  must be defined also for using the light intensity you
want (see the Lightbulb section).
//       Bulb dimensions are approximately 2.5 units H by 1.55 W & D
with light fading starting at 9 units
//       centered at about <0,0.75,0>.
//       Keep in mind the light output is not relevant to real
lightbulbs :-)


#declare Scene=on;

#if (Scene!=off)

global_settings {
max_trace_level 9
ambient_light <1.5,1.5,1.5>*.75
     radiosity {
       brightness 3
       count 123
       distance_maximum 3  // 1/3 camera to object distance
       error_bound 0.38
       gray_threshold 0.4
       low_error_factor 0.7
       minimum_reuse 0.018
       nearest_count 7
       recursion_limit 1
     }
 }

// Set a color of the background. NOTE: this affects scene reflections
background {
 color red 0.125 green 0.125 blue 0.125
}

// white pointlight and camera with variable positions
#declare LCX = 0;
#declare LCY = 0;
#declare LCZ = -9;
// rotation vectors (adjust for varying placements)
#declare RLX = 40;  #declare RCX = 22.5;
#declare RLY = 33;  #declare RCY = -15;
#declare RLZ = 0;  #declare RCZ = 0;

// external light
light_source { <LCX,LCY,LCZ-15> color rgb <1.5,1.5,1.5>*.333 // *.667
approximates color rgb 1
        spotlight point_at 0 radius 15 falloff 20
 rotate RLX*x rotate RLY*y rotate RLZ*z
}
camera {
  location  <LCX,LCY,LCZ>
 rotate RCX*x rotate RCY*y rotate RCZ*z
  angle 33
  look_at   <0, .75, 0>
}

// scene surroundings
// room
box {<-75,-12.5,-50>,<75,25,50> hollow on
     pigment {rgb 1} finish {ambient .15 diffuse .85}}
// tabletop
box {<-10,-1.1,-10>,<10,-1,10> pigment {rgb 1} finish {ambient .1
diffuse .8}}
// misc. objects
sphere {0,1 pigment {blue 1} translate <1.25,0,3>}
cone {-y,1,y,0 pigment {green 1} translate <-1.75,.01,2.125>}
box {-1,1 pigment {red 1} translate <-5,.01,5>}

#end  // use scene or not


/* %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Lightbulb
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% */

// Clock animation variable declaration, use as part of vectors and/or
floats
#declare _C_ = .667; // clock; // light intensity [0 to 1 typically]

// scale factor [inversely proportional to end scale, ie. LB at 0.5
would be 2 here]
#declare SF = 1; // change this according to any rescaling to be done
(due to media changes)

// lightbulb threads
#declare Thread =
union {union {
 difference { // threads
 cylinder {-y,y,1.1}
 torus {1.25,.25 rotate <15,-45,0> translate -1*y}
 torus {1.25,.25 rotate <15,-45,0> translate -.5*y}
 torus {1.25,.25 rotate <15,-45,0> translate 0*y}
 torus {1.25,.25 rotate <15,-45,0> translate .5*y}
 torus {1.25,.25 rotate <15,-45,0> translate 1*y}
 } // difference
 cone {0,1,.15*y,1.05 scale 1.05 translate 1*y} // upper thread lip
 cone {0,1,-.42*y,.667 scale 1.05 translate -1*y} // thread base
   texture {pigment {rgb<.985,.98,.99>*2}
    finish {ambient .025 diffuse .7 metallic brilliance -.075
reflection .5 reflection_exponent .9
         specular .9 roughness .006 phong .35 phong_size 6}
   }
  scale <.2975,.2125,.2975> translate -.18*y
 } // union
 cone {-y,.4,0,1 // insulator
       scale <.2975,.17,.2975> translate -.415*y
  texture {pigment {rgb<.05,.05,.05>}
   finish {ambient .05 diffuse .5 metallic brilliance 2.5 reflection
.25 reflection_exponent .75}
         }
 }
 cylinder {-y,y,1 // brass contact
           scale <.425,.025,.425> scale <.3375,.225,.3375>
translate -.575*y
  texture {pigment {rgb<1.95,1.95,.5>}
   finish {ambient .05 diffuse .75 metallic brilliance 2.5 reflection
.125 reflection_exponent .75 specular .5 roughness .1}
  }
 } sphere {0,1 // solder contact
           scale <.1125,.05,.1125> translate -.58*y
  texture {pigment {rgb<.95,.95,.95>}
   finish {ambient .05 diffuse .75 metallic brilliance .5 reflection
.125 reflection_exponent .75 specular .5 roughness .1}
  }
 }
  scale .96 translate -.06*y
} // union

#declare ContactThread=
difference { // hollow out threads
        object {Thread} object {Thread scale <.95,1.01,.95> translate
.0125*y}
}

// lightbulb glass object
#declare LBG =
sor{
 16,
 <0.1,-0.06>,
 <0.1575,0.025>,
 <0.1625,0.125>,
 <0.185,0.242124>,
 <0.23,0.36>,
 <0.26,0.42>,
 <0.29,0.48>,
 <0.338973,0.632548>,
 <0.326867,0.759663>,
 <0.284495,0.853486>,
 <0.226991,0.920070>,
 <0.145274,0.971522>,
 <0.081717,0.992707>,
 <0.030265,0.998761>,
 <0.005000,1.000000>,
 <0.000000,1.004814>
 // sturm
  scale 2
}

// whole light bulb
#declare LB =
union {
// actual light source
light_source {0 // color is set to go very high due to opacity in bulb
glass
         color rgb <1.33+(_C_*1),.75+(_C_*1.5),.667+(_C_*1.667)>*_C_
  area_light <.3+(_C_*.6), -.15-(_C_*.65), 0> <0, .3+(_C_*.6),
.15+(_C_*.65)> 4, 4
             adaptive 1 jitter // when animating, comment this line
out
   fade_distance 15 fade_power 1
 translate <0, 1.33, 0>
}
// final bulb glass
 merge {
 object {LBG hollow on} object {LBG scale .975 translate .01*y}
  texture {pigment
{rgbf<(1.25-(.15*_C_)),(1.25-(.15*_C_)),(1.25-(.15*_C_)),(.1+(.2*_C_))
>}
   finish {ambient .25+(_C_*.125) diffuse .9-(.5*_C_) specular .8
roughness .005 phong .1 phong_size 5
         reflection .15 reflection_exponent .8}
  }
   interior { fade_distance .75 fade_power 2
        media {
               intervals 9 samples 1,1
                emission
<.8+(.175*_C_),.5+(.45*_C_),.3+(.625*_C_)>*(5*_C_)
                absorption <.3,.33,.29>*(3*_C_)
        density {spherical density_map {
                [0 rgb<1,.95,.9>*.15*_C_*SF]
                [.4 rgb<1,.95,.9>*.5*_C_*SF]
                [.8 rgb<1,.95,.9>*3-(1.5*_C_)*SF]
                [1 rgb<1,.95,.9>*6-(3*_C_)*SF]
        }} scale <.3125,.625,.3125> translate 1.46*y
        }}
 /*
  // use any light bulb logo here based on a 275 by 275 pixel gif with
white background (palette # 255)
  texture {pigment {image_map

                               gif "ge_logo.gif"
                               map_type 0 once filter 255,1 transmit
0,.33+(.33*_C_)}
   translate -.5 rotate 90*x scale <.45,1,.45>}}
 */
 } // merge
// filament glass
 union {
 difference {
 difference {
 blob {threshold .5
        cylinder {-x*1,x*1,1.1,1 scale <1.33,.6,1.25> translate .33*y}
        cylinder {-x*1,x*1,1,1 scale <1.25,.6,1.25> translate -.1*y}
        cylinder {-y,0,1,1 scale <1.75,2.9,1>}
        cylinder {-y*1.25,-y*.5,1.1,1 scale <1.75,2,3>}
    scale <.0825,.1875,.05> translate .3*y
 }
 cylinder {0,.25*y,.1 translate .525*y}
 cylinder {0,-.1125*y,.03 scale <1,1,.25> translate .52501*y}
 sphere {0,1 scale <.0625,.0875,.075> translate .125*y}
 cylinder {-.5*y,.5*y,1 scale <.0625,.5,.075> translate -.125*y}
 }
 sphere {0,.1 scale <.5,.667,.667> translate .33*y}
 }
 cylinder {-.5*y,.5*y,1 scale <.025,.5,.025> translate 0*y}

  texture {pigment {rgbf<1.133,1.13,1.127,(.75-(.125*_C_))>}
   finish {ambient .33-(_C_*.25) diffuse .8-(.4*_C_) specular .5
roughness .005 reflection .2}
  } interior {ior 1.45 caustics 3 fade_distance .175 fade_power 1}
 } // union
// filament supports
 union {
        cylinder {-y,y,.0036 scale <1,.4,1> rotate <0,0,1> translate
<-.05,-.1,0>}
        cylinder {-y,y,.0036 scale <1,.4,1> rotate <0,0,-1> translate
<.05,-.1,0>}
        cylinder {-y,y,.0036 scale <1,.0775,1> rotate <0,0,10>
translate <-.075,.375,0>}
        cylinder {-y,y,.0036 scale <1,.0775,1> rotate <0,0,-10>
translate <.075,.375,0>}
        cylinder {-y,y,.0036 scale <1,.3,1> rotate <0,0,25> translate
<-.2125,.7125,0>}
        cylinder {-y,y,.0036 scale <1,.15,1> rotate <0,0,-29>
translate <.16,.575,0>}
        cylinder {-y,y,.0036 scale <1,.36,1> rotate <0,0,-11>
translate <-.2675,1.325,0>}
        cylinder {-y,y,.0036 scale <1,.15,1> rotate <0,0,10> translate
<.2,.85,0>}
        cylinder {-y,y,.0036 scale <1,.125,1> rotate <0,0,90>
translate <-.075,1.67,0>}
        cylinder {-y,y,.0036 scale <1,.125,1> rotate <0,0,90>
translate <.05,1,0>}
        cylinder {-y,y,.0036 scale <1,.025,1> rotate <90,0,0>
translate <0,1.67,0>}
        cylinder {-y,y,.0036 scale <1,.025,1> rotate <90,0,0>
translate <0,1,0>}
         texture {pigment {rgbf<.95,.925,.975>}
  finish {ambient .125 diffuse .667 metallic brilliance 2 reflection
.25 reflection_exponent .75}
  }
 } // union
// filament
  cylinder {-y,y,1
        #if (_C_=!0) no_shadow #end
         texture {pigment {gradient y frequency 9
                 color_map {
                [.75 color rgbf<1,1,1,1>]
                [.75 color
rgbf<2.5*(2-_C_),1.75*(1.125-_C_),1.125*(1.5-_C_),0>*(2*_C_)]
                } triangle_wave rotate 1*z}
  finish {ambient .15+(.85*_C_) diffuse .75 metallic brilliance 1.5
reflection .25 reflection_exponent .75}
         } scale <.02,.25,.02> translate 1.33*y
  } // union
 object {ContactThread}
} // union

#if (Scene=on)
LB  // the light bulb complete
#end

/*
--
omniVERSE
http://members.aol.com/inversez/POVring.htm
*/


Post a reply to this message

From: Ken
Subject: Re: Lightbulb (incandescent 60 Watt kind)
Date: 9 Sep 1999 01:37:25
Message: <37D74736.6C388434@pacbell.net>
Bob Hughes wrote:
> 
> // Persistence of Vision Ray Tracer Scene Description File
> // File: litebulb.pov
> // Vers: 3.1
> // Desc: household incandescent bulb (60 Watt)

You ought to share this one with the Pov Objects Collection Bob. Thing like
this are a real hit there and I am sure more people would be able to take
advantage of it if you did. If you would like I could submit it in your
name for you or you yourself could handel it.

http://povobjects.virtualave.net/

-- 
Ken Tyler

See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


Post a reply to this message

From: Bob Hughes
Subject: Re: Lightbulb (incandescent 60 Watt kind)
Date: 9 Sep 1999 03:35:39
Message: <37d7634b@news.povray.org>
Thanks, I'll try and do that... *after* I make a few changes.
Watch out people, I already discovered a flaw and decided it really
needs real world dimensions too. So this newer one here is better,
having inches for the units with the lightbulb scaled and translated
properly so the tip of the base is centered. It normally takes me
months to do anything worthwhile so I guess you get what you pay for
; )  and I hope it's okay for general use now.

Bob

// BEGINNING of NEW SCRIPT

// Persistence of Vision Ray Tracer Scene Description File
// File: litebulb.pov
// Vers: 3.1
// Desc: household incandescent bulb (60 Watt)
// Date: 99.701
// Auth: Bob Hughes
// Mail: mailto:inv### [at] aolcom?Subject=PoV-Scene
// Note: This is set up as a scene file, to use only the bulb itself
you will need to set
//       the Scene switch to off and use  LB  as the object in your
own scenes (using this as a include).
//        _C_  must be defined also for using the light intensity you
want (see the Lightbulb section).
//       Bulb dimensions are inches of approximately 4.25 H by 2.25 W
& D, base tip centered on <0,0,0>.
//       Light fading starting at 15 units with a linear dropoff.
//       Keep in mind the light output is not relevant to real
lightbulbs :-)
// Warn: Since this uses 'sor' it is highly unstable so certain
viewpoints will cause distortion!

#declare Scene=on;

#if (Scene!=off)

global_settings {
max_trace_level 9
ambient_light <1.5,1.5,1.5>*.75
     radiosity {
       brightness 3
       count 123
       distance_maximum 3  // 1/3 camera to object distance
       error_bound 0.38
       gray_threshold 0.4
       low_error_factor 0.7
       minimum_reuse 0.018
       nearest_count 7
       recursion_limit 1
     }
 }

// Set a color of the background. NOTE: this affects scene reflections
background {
 color red 0.125 green 0.125 blue 0.125
}

// white pointlight and camera with variable positions
#declare LCX = 0;
#declare LCY = 0;
#declare LCZ = -9;
// rotation vectors (adjust for varying placements)
#declare RLX = 40;  #declare RCX = 30;
#declare RLY = 33;  #declare RCY = -15;
#declare RLZ = 0;  #declare RCZ = 0;

// external light
light_source { <LCX,LCY,LCZ-15> color rgb <1.5,1.5,1.5>*.333 // *.667
approximates color rgb 1
        spotlight point_at 0 radius 15 falloff 20
 rotate RLX*x rotate RLY*y rotate RLZ*z
}
camera {
  location  <LCX,LCY,LCZ>
 rotate RCX*x rotate RCY*y rotate RCZ*z
  angle 45
  look_at   <0, 2.75, 0>
}

// scene surroundings
// room
box {<-75,-12.5,-50>,<75,25,50> hollow on
     pigment {rgb 1} finish {ambient .15 diffuse .85}}
// tabletop
box {<-10,-2,-10>,<10,-.5,10> pigment {rgb 1} finish {ambient .1
diffuse .8}}
// misc. objects
sphere {0,1 pigment {blue 1} translate <1.75,.51,3>}
cone {-y,1,y,0 pigment {green 1} translate <-2.5,.51,2.125>}
box {-1,1 pigment {red 1} translate <-5.5,.51,5>}
#end  // use scene or not


/* %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Lightbulb
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% */

// light intensity [0 to 1 typically]
#declare _C_ = .667; // clock;

// scale factor [inversely proportional to end scale, ie. LB at 0.5
would be 2 here]
#declare SF = 1; // change this according to any rescaling to be done

// Area light smoothness [1X1, 2X2, etc.]
#declare AS = 4;

// Area light jitter on or off (really not a good idea to turn off)
#declare AJ = on;

// lightbulb threads
#declare Thread =
union {union {
 difference { // threads
 cylinder {-y,y,1.1}
 torus {1.25,.25 rotate <15,-45,0> translate -1*y}
 torus {1.25,.25 rotate <15,-45,0> translate -.5*y}
 torus {1.25,.25 rotate <15,-45,0> translate 0*y}
 torus {1.25,.25 rotate <15,-45,0> translate .5*y}
 torus {1.25,.25 rotate <15,-45,0> translate 1*y}
 } // difference
 cone {0,1,.15*y,1.05 scale 1.05 translate 1*y} // upper thread lip
 cone {0,1,-.42*y,.667 scale 1.05 translate -1*y} // thread base
   texture {pigment {rgb<.985,.98,.99>*2}
    finish {ambient .025 diffuse .7 metallic brilliance -.075
reflection .5 reflection_exponent .9
         specular .9 roughness .006 phong .35 phong_size 6}
   }
  scale <.2975,.2125,.2975> translate -.18*y
 } // union
 cone {-y,.4,0,1 // insulator
       scale <.2975,.17,.2975> translate -.415*y
  texture {pigment {rgb<.05,.05,.05>}
   finish {ambient .05 diffuse .5 metallic brilliance 2.5 reflection
.25 reflection_exponent .75}
         }
 }
 cylinder {-y,y,1 // brass contact
           scale <.425,.025,.425> scale <.3375,.225,.3375>
translate -.575*y
  texture {pigment {rgb<1.95,1.95,.5>}
   finish {ambient .05 diffuse .75 metallic brilliance 2.5 reflection
.125 reflection_exponent .75 specular .5 roughness .1}
  }
 } sphere {0,1 // solder contact
           scale <.1125,.05,.1125> translate -.58*y
  texture {pigment {rgb<.95,.95,.95>}
   finish {ambient .05 diffuse .75 metallic brilliance .5 reflection
.125 reflection_exponent .75 specular .5 roughness .1}
  }
 }
  scale .96 translate -.06*y
} // union

#declare ContactThread=
difference { // hollow out threads
        object {Thread} object {Thread scale <.95,1.01,.95> translate
.0125*y}
}

// lightbulb glass object
#declare LBG =
sor{
 16,
 <0.1,-0.06>,
 <0.1575,0.025>,
 <0.1625,0.125>,
 <0.185,0.242124>,
 <0.23,0.36>,
 <0.26,0.42>,
 <0.29,0.48>,
 <0.338973,0.632548>,
 <0.326867,0.759663>,
 <0.284495,0.853486>,
 <0.226991,0.920070>,
 <0.145274,0.971522>,
 <0.081717,0.992707>,
 <0.030265,0.998761>,
 <0.005000,1.000000>,
 <0.000000,1.004814>
 // sturm
  scale 2
}

// whole light bulb
#declare LB =
union {
// actual light source
light_source {0 // color is set to go very high due to opacity in bulb
glass
         color rgb <1.33+(_C_*1),.75+(_C_*1.5),.667+(_C_*1.667)>*_C_
  area_light <.3+(_C_*.6), -.15-(_C_*.65), 0> <0, .3+(_C_*.6),
.15+(_C_*.65)> AS, AS
 #if (AJ!=off) adaptive 1 jitter #end
   fade_distance 15 fade_power 1
 translate <0, 1.33, 0>
}
// final bulb glass
 merge {
 object {LBG hollow on} object {LBG scale .975 translate .01*y}
  texture {pigment
{rgbf<(1.25-(.15*_C_)),(1.25-(.15*_C_)),(1.25-(.15*_C_)),(.1+(.2*_C_))
>}
   finish {ambient .25+(_C_*.125) diffuse .9-(.5*_C_) specular .8
roughness .005 phong .1 phong_size 5
         reflection .15 reflection_exponent .8}
  }
   interior { fade_distance .75 fade_power 2
        media {
               intervals 9 samples 1,1
                emission
<.8+(.175*_C_),.5+(.45*_C_),.3+(.625*_C_)>*(5*_C_)
                absorption <.3,.33,.29>*(3*_C_)
        density {spherical density_map {
                [0 rgb<1,.95,.9>*.15*_C_*.6*SF]
                [.4 rgb<1,.95,.9>*.5*_C_*.6*SF]
                [.8 rgb<1,.95,.9>*3-(1.5*_C_)*.6*SF]
                [1 rgb<1,.95,.9>*6-(3*_C_)*.6*SF]
        }} scale <.3125,.625,.3125> translate 1.46*y
        }}
 /*
  // use any light bulb logo here based on a 275 by 275 pixel gif with
white background (palette # 255)
  texture {pigment {image_map

                               gif "ge_logo.gif"
                               map_type 0 once filter 255,1 transmit
0,.33+(.33*_C_)}
   translate -.5 rotate 90*x scale <.45,1,.45>}}
 */
 } // merge
// filament glass
 union {
 difference {
 difference {
 blob {threshold .5
        cylinder {-x*1,x*1,1.1,1 scale <1.33,.6,1.25> translate .33*y}
        cylinder {-x*1,x*1,1,1 scale <1.25,.6,1.25> translate -.1*y}
        cylinder {-y,0,1,1 scale <1.75,2.9,1>}
        cylinder {-y*1.25,-y*.5,1.1,1 scale <1.75,2,3>}
    scale <.0825,.1875,.05> translate .3*y
 }
 cylinder {0,.25*y,.1 translate .525*y}
 cylinder {0,-.1125*y,.03 scale <1,1,.25> translate .52501*y}
 sphere {0,1 scale <.0625,.0875,.075> translate .125*y}
 cylinder {-.5*y,.5*y,1 scale <.0625,.5,.075> translate -.125*y}
 }
 sphere {0,.1 scale <.5,.667,.667> translate .33*y}
 }
 cylinder {-.5*y,.5*y,1 scale <.025,.5,.025> translate 0*y}

  texture {pigment {rgbf<1.133,1.13,1.127,(.75-(.125*_C_))>}
   finish {ambient .33-(_C_*.25) diffuse .8-(.4*_C_) specular .5
roughness .005 reflection .2}
  } interior {ior 1.45 caustics 3 fade_distance .175 fade_power 1}
 } // union
// filament supports
 union {
        cylinder {-y,y,.0036 scale <1,.4,1> rotate <0,0,1> translate
<-.05,-.1,0>}
        cylinder {-y,y,.0036 scale <1,.4,1> rotate <0,0,-1> translate
<.05,-.1,0>}
        cylinder {-y,y,.0036 scale <1,.0775,1> rotate <0,0,10>
translate <-.075,.375,0>}
        cylinder {-y,y,.0036 scale <1,.0775,1> rotate <0,0,-10>
translate <.075,.375,0>}
        cylinder {-y,y,.0036 scale <1,.3,1> rotate <0,0,25> translate
<-.2125,.7125,0>}
        cylinder {-y,y,.0036 scale <1,.15,1> rotate <0,0,-29>
translate <.16,.575,0>}
        cylinder {-y,y,.0036 scale <1,.36,1> rotate <0,0,-11>
translate <-.2675,1.325,0>}
        cylinder {-y,y,.0036 scale <1,.15,1> rotate <0,0,10> translate
<.2,.85,0>}
        cylinder {-y,y,.0036 scale <1,.125,1> rotate <0,0,90>
translate <-.075,1.67,0>}
        cylinder {-y,y,.0036 scale <1,.125,1> rotate <0,0,90>
translate <.05,1,0>}
        cylinder {-y,y,.0036 scale <1,.025,1> rotate <90,0,0>
translate <0,1.67,0>}
        cylinder {-y,y,.0036 scale <1,.025,1> rotate <90,0,0>
translate <0,1,0>}
         texture {pigment {rgbf<.95,.925,.975>}
  finish {ambient .125 diffuse .667 metallic brilliance 2 reflection
.25 reflection_exponent .75}
  }
 } // union
// filament
  cylinder {-y,y,1
        #if (_C_!=0) no_shadow #end
         texture {pigment {gradient y frequency 9
                 color_map {
                [.75 color rgbf<1,1,1,1>]
                [.75 color
rgbf<2.5*(2-_C_),1.75*(1.125-_C_),1.125*(1.5-_C_),0>*(2*_C_)]
                } triangle_wave rotate 1*z}
  finish {ambient .15+(.85*_C_) diffuse .75 metallic brilliance 1.5
reflection .25 reflection_exponent .75}
         } scale <.02,.25,.02> translate 1.33*y
  } // union
 object {ContactThread}
  translate 0.75*y scale 1.7
} // union

#if (Scene=on)
LB  // the light bulb complete
#end

// END of NEW SCRIPT

Ken <tyl### [at] pacbellnet> wrote in message
news:37D74736.6C388434@pacbell.net...
>
> You ought to share this one with the Pov Objects Collection Bob.
Thing like
> this are a real hit there and I am sure more people would be able to
take
> advantage of it if you did. If you would like I could submit it in
your
> name for you or you yourself could handel it.
>
> http://povobjects.virtualave.net/
>
> --
> Ken Tyler
>
> See my 850+ Povray and 3D Rendering and Raytracing Links at:
> http://home.pacbell.net/tylereng/index.html


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