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#include "colors.inc"
#include "glass.inc"
#include "stars.inc"
#include "shapes.inc"
#include "functions.inc"
#declare showFire = true;
#declare showSmoke = true;
camera {
// location <0,0,-25>
// look_at <10, -3, 0>
location <-40,-25,-25>
look_at <0, -3, 0>
// location <0,20,-1>
// look_at <0, 0, 0>
}
global_settings {max_trace_level 12 }
light_source {
<-500, 2000, -500>
color White
//area_light <50,0,0>,<0,0,50> 3,3
//jitter
//adaptive 1
media_interaction on
media_attenuation on
}
background { color <0.25,0.35,0.80> }
light_group {
union {
// sensor
box {
<0, .2 , .2>,
<-.1, -.2, -.2>
texture {
pigment {
leopard scale <20,.01,.01>
pigment_map {
[0 Orange*1.2]
[.099 Orange*1.2]
[.1 Black]
[1 Black]
}
}
finish {
specular .1
roughness .001
ambient 0
}
}
}
// glass sphere
sphere {
<0,0,0>,.4
scale <.7,1,1>
interior{
ior 1.4
}
texture {
pigment {
//Clear
rgbt <0.858824,0.576471,0.439216,.9>
}
finish {
specular .5
roughness .1
reflection { 0..5 }
ambient 0
}
}
}
// missile body
union {
cone {
<0,0,0>,.5,
<3,0,0>,1
}
cylinder{
<3,0,0>,
<9,0,0>,1
}
cone {
<9,0,0>,1,
<13.5,0,0>,1.4
}
cylinder{
<13.5,0,0>,
<20,0,0>,1.4
}
cone {
<20,0,0>,1.4,
<21.5,0,0>,1
}
#declare r1 = 0;
#while(r1 < 4)
prism {
linear_spline
0,.1,3,
<0,0>,<1,0>,<1,.8>
rotate <-90,0,0>
translate <4,1,0>
rotate <r1*90,0,0>
scale 1
}
#declare r1 = r1 + 1;
#end
#declare r1 = 0;
#while(r1 < 4)
prism {
linear_spline
0,.1,5,
<0,0>,<5,0>,<5.2,.8>,<4.9,1.8>,<2,1.8>
rotate <-90,0,0>
translate <14,1.4,0>
rotate <r1*90,0,0>
scale 1
}
#declare r1 = r1 + 1;
#end
texture {
pigment { White *1.5 }//*1.5
finish {
specular .2
roughness 0.001
ambient 0
}
normal {
bumps scale .0001
bump_size .01
}
}
}
translate <-21.5,0,0>
rotate <30,0,0>
}
#if(showSmoke = true)
// smoke oject
#declare pObject = union {
cone {
<2,0,0>,0,
<15,0,0>,2
}
cylinder{
<15,0,0>,
<1000,0,0>,2
}
};
//smoke trail
cylinder {
<2,0,0>
<1000,0,0>,
4
hollow
interior {
media {
intervals 5 //5 higher slows it up and
gives smoother images
samples 5 //5 lower = more blocky
method 3
absorption 0.2
scattering {
1,color Gray25
extinction .4//1.2 //amount
of above color subtracted as it passes through, darkens the cloud
}
density {
pigment_pattern { object {pObject}}
// pattern of the media
warp { turbulence <.5,1,1> }
color_map {
[0 rgb 0]
[.45 rgb 0]
[.5 rgb 1]
[1 rgb 1]
}
}
}
}
texture { pigment { Clear } }
}
#end
#if(showFire = true)
//jet exhaust
difference {
sphere {
<0,0,0>,
1
}
box {
<0,4,4>,
<-4,-4,-4>
}
hollow
scale <40,2,2>
interior {
media {
intervals 5 //5 higher slows it up
and gives smoother images
samples 5 //5 lower = more blocky
emission .3 //1 brightness of
glowing media
density {
spherical scale <50,3,3>
warp {
turbulence
<.8,.07,.05>
}
density_map {
[0 rgb 0]
[.6 rgb 0]
[.7 color
Yellow]
[.8 color
Yellow]
[.9 color
White]
[1 color
White]
}
}
}
}
texture {
pigment {
Clear
}
}
}
//cloud scape
#end
light_source {
<0, -1000,0>
color White*.1
media_interaction off
media_attenuation on
}
global_lights on
}// end of light_group
union {
plane {
y, 260
texture {
finish {ambient 0 diffuse 0.7}
pigment {
bozo turbulence 1.00 translate 200*y
color_map {
[0.5, rgb 1 transmit 1.0]
[1.0, rgb 1 transmit 0.6]
}
scale 0.125
}
scale 1500
}
}
plane {y, 240}
texture {
finish {ambient 0 diffuse 0.7}
pigment {
bozo turbulence 0.35 translate 300*y
color_map {
[0.5, rgb 1 transmit 1.0]
[0.8, rgb 1 transmit 0.5]
}
scale 10 warp {turbulence 0.7} scale 1/10
scale 0.125
}
scale 2500
}
texture {
finish {ambient 0 diffuse 0.5}
pigment {
bozo turbulence 0.35 translate 400*y
color_map {
[0.5, rgb 1 transmit 1.0]
[0.8, rgb 1 transmit 0.4]
}
scale 10 warp {turbulence 0.7} scale 1/10
scale 0.125
}
scale 2500
}
hollow double_illuminate
//scale 1/200
no_shadow
translate <0,0,100>
rotate <40,0,-20>
}
--
#####-----#####-----#####
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