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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* Simple "Play," "Pause," etc. buttons. To use, you will probably want to
reposition the buttons and render */
/* them one at a time, so they all have the same camera perspective. If you
add "+ua" to the command line */
/* you will get a nice transparent background so the buttons can be copied
over another picture and be */
/* automatically antialiased. Or you can just add these objects to your own
scene. */
/*
*/
/* Here's a simple demo of a few buttons in action: (Minor improvements have
been made to the icons since */
/* the demo was made.)
*/
/*
*/
/* http://mysite.verizon.net/moronicon/Temp/Template.html
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
global_settings {
assumed_gamma 1.6
max_trace_level 8
photons {
count 20000
autostop 0
jitter .4
} //photons
} //global_settings
//+am2 +r3 +ua
#local HighlightIcons = yes;
#include "colors.inc"
#include "metals.inc"
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* SCENE DEFINITION
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
camera {
location <0, 0, -8>
direction <0, 0, 1.35>
look_at <0, 0, 0>
} //camera
light_source {<-150, 150, -240> color White * 1.4}
light_source {<150, -50, -20> color White * 1.6 shadowless}
object {
difference {
sphere {0, 2000}
sphere {0, 1999}
box {<-2001, -2001, 600> <2001, 2001, 2001>}
} //difference
pigment {
bozo
color_map {[0, 1 color <1, .97, .92> * .2 color <1, .97, .92> * .4]}
scale 2400
} //pigment
} //object
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* TEXTURES
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
#local ButtonEdgeColor = texture {T_Silver_3D}
#local ButtonFaceColor = texture {
pigment {
gradient y
#local Color1 = color <.94, .93, .8> * .6; //Top color
#local Color2 = color <.94, .93, .8> * .3; //Bottom color
color_map {[0 color Color2] [.2 color Color2] [.6 Color1] [.7 color
Color1] [1 Color2]}
} //pigment
finish {
brilliance 2
diffuse .6
metallic
reflection .6
specular .05
roughness 1/100
ambient .2
} //finish
} //texture
#if (HighlightIcons)
#local IconFaceColor = texture {
pigment {
bozo
warp {turbulence .5}
#local Color1 = color NavyBlue * 4;
#local Color2 = color SkyBlue * 4;
color_map {[0 color Color1] [1 Color2]}
} //pigment
scale 1.8
} //texture
#else
#local IconFaceColor = texture {T_Gold_3A normal {bumps scale <2, 2, 3>}}
#end //#if
#local IconEdgeColor = texture {T_Chrome_1B}
#local LensColor = material {
texture {
pigment {rgbf <.98, 1.05, 1.02, .9>}
finish {
ambient .1
diffuse .1
reflection .1
specular .8
roughness .0003
phong 1
phong_size 60
} //finish
} //texture
interior {ior 1.8}
} //material
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* OBJECT DEFINITIONS
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
#local Button = intersection {
sphere {0, 1 scale <1.1, .5, .4> texture {ButtonEdgeColor}}
plane {z, -.2 inverse texture {ButtonFaceColor}}
} //intersection
#local BevelAngle = 40;
#local ArrowAngle = 18;
#local ArrowSpacing = .645;
#local BarSpacing = .05;
#local Arrow = intersection {
box {<0, -1, -.1> <6, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -ArrowAngle * z translate y texture {IconEdgeColor}}
//Top
plane {y, 0 inverse rotate ArrowAngle * z translate -y texture
{IconEdgeColor}} //Bottom
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {y, 0 rotate -BevelAngle * x rotate -ArrowAngle * z translate y
translate -.24 * y texture {IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x rotate ArrowAngle * z translate
-y translate .24 * y texture {IconEdgeColor}} //Bottom bevel
translate -z
scale .24
} //intersection
#local Bar = intersection {
box {<0, -1, -.1> <.6, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -BevelAngle * x translate y translate -.25 * y texture
{IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x translate -y translate .25 * y
texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate .6 * x translate -.25 * x
texture {IconEdgeColor}} //Right side bevel
translate -z
scale .24
} //intersection
#local Square = intersection {
box {<0, -1, -.1> <2, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -BevelAngle * x translate y translate -.25 * y texture
{IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x translate -y translate .25 * y
texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate 2 * x translate -.25 * x
texture {IconEdgeColor}} //Right side bevel
translate -z
scale .24
} //intersection
#local MagnifyingGlass = union {
#local TopRadius = .6;
#local BevelRadius = TopRadius + .33;
intersection {
difference {
cone {<0, 0, -.1>, TopRadius <0, 0, .3>, BevelRadius texture
{IconEdgeColor}}
cone {<0, 0, -.2>, TopRadius <0, 0, 2>, BevelRadius scale .84
texture {IconEdgeColor}}
} //difference
plane {z, 0 inverse texture {IconFaceColor}}
} //intersection
difference {
cylinder {<0, 0, .3>, <0, 0, 1>, BevelRadius}
cylinder {<0, 0, 0>, <0, 0, 1.1>, BevelRadius * .84}
texture {IconEdgeColor}
} //difference
sphere {
<0, 0, .3>, TopRadius * .84
material {LensColor}
photons {
target
refraction on
collect off
} //photons
} //sphere
intersection {
#local HandleWidth = .667;
#local HandleLength = 2.2;
difference {
box {<-HandleWidth / 2, -HandleLength, -.1> <HandleWidth / 2, 0, 1>
texture {IconEdgeColor}}
cylinder {<0, 0, -.2>, <0, 0, 1.1>, TopRadius texture
{IconEdgeColor}}
} //difference
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 inverse rotate BevelAngle * x translate -HandleLength * y
translate .25 * y texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate (-HandleWidth /
2) * x translate .25 * x texture {IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate (HandleWidth / 2) * x
translate -.25 * x texture {IconEdgeColor}} //Right side bevel
} //intersection
translate -z
scale .24
} //union
#local PlayButton = union {
object {Button}
object {Arrow translate (-.065 * 3) * x}
} //union
#local PauseButton = union {
object {Button}
union {
object {Bar translate -BarSpacing * x}
object {Bar translate BarSpacing * x}
translate -.065 * x
} //union
} //union
#local StopButton = union {
object {Button}
object {Square translate (-.24) * x}
} //union
#local NextButton = union {
object {Button}
union {
object {Arrow translate -ArrowSpacing * x}
object {Arrow}
object {Bar translate ArrowSpacing * x}
translate -.065 * x
} //union
} //union
#local BackButton = object {NextButton rotate 180 * z}
#local ZoomButton = union {
object {Button}
object {MagnifyingGlass rotate 30 * z translate <-.066, .13, 0>}
} //union
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* THE BUTTONS...
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
object {PlayButton translate <-2.4, .6, 0>}
object {PauseButton translate <0, .6, 0>}
object {StopButton translate <2.4, .6, 0>}
object {BackButton translate <-2.4, -.6, 0>}
object {ZoomButton translate <0, -.6, 0>}
object {NextButton translate <2.4, -.6, -0>}
Post a reply to this message
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//MORE BUTTONS
//------------
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* Simple "Play," "Pause," etc. buttons. To use, you will probably want to
reposition the buttons and render */
/* them one at a time, so they all have the same camera perspective. If you
add "+ua" to the command line */
/* you will get a nice transparent background so the buttons can be copied
over another picture and be */
/* automatically antialiased. Or you can just add these objects to your own
scene. */
/*
*/
/* Here's a simple demo of a few buttons in action: (Minor improvements have
been made to the icons since */
/* the demo was made.)
*/
/*
*/
/* http://mysite.verizon.net/moronicon/Temp/Template.html
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
global_settings {
assumed_gamma 1.6
max_trace_level 8
photons {
count 20000
autostop 0
jitter .4
} //photons
} //global_settings
//+am2 +r3 +ua
#local HighlightIcons = no;
#include "colors.inc"
#include "metals.inc"
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* SCENE DEFINITION
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
camera {
location <0, 0, -8>
direction <0, 0, 1.35>
look_at <0, 0, 0>
} //camera
light_source {<-150, 150, -240> color White * 1.4}
light_source {<150, -50, -20> color White * 1.6 shadowless}
object {
difference {
sphere {0, 2000}
sphere {0, 1999}
box {<-2001, -2001, 600> <2001, 2001, 2001>}
} //difference
pigment {
bozo
color_map {[0, 1 color <1, .97, .92> * .2 color <1, .97, .92> * .4]}
scale 2400
} //pigment
} //object
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* TEXTURES
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
#local ButtonEdgeColor = texture {T_Silver_3D}
#local ButtonFaceColor = texture {
pigment {
gradient y
#local Color1 = color <.94, .93, .8> * .6; //Top color
#local Color2 = color <.94, .93, .8> * .3; //Bottom color
color_map {[0 color Color2] [.2 color Color2] [.6 Color1] [.7 color
Color1] [1 Color2]}
} //pigment
finish {
brilliance 2
diffuse .6
metallic
reflection .6
specular .05
roughness 1/100
ambient .2
} //finish
} //texture
#if (HighlightIcons)
#local IconFaceColor = texture {
pigment {
bozo
warp {turbulence .5}
#local Color1 = color NavyBlue * 4;
#local Color2 = color SkyBlue * 4;
color_map {[0 color Color1] [1 Color2]}
} //pigment
scale 1.8
} //texture
#else
#local IconFaceColor = texture {T_Gold_3A normal {bumps scale <2, 2, 3>}}
#end //#if
#local IconEdgeColor = texture {T_Chrome_1B normal {bumps scale <.4, .4,
..3>}}
#local LensColor = material {
texture {
pigment {rgbf <.98, 1.05, 1.02, .9>}
finish {
ambient .1
diffuse .1
reflection .1
specular .8
roughness .0003
phong 1
phong_size 60
} //finish
} //texture
interior {ior 1.8}
} //material
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* OBJECT DEFINITIONS
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
#local Button = intersection {
sphere {0, 1 scale <1.1, .5, .4> texture {ButtonEdgeColor}}
plane {z, -.2 inverse texture {ButtonFaceColor}}
} //intersection
#local BevelAngle = 40;
#local ArrowAngle = 18;
#local ArrowSpacing = .645;
#local BarSpacing = .05;
#local Arrow = intersection {
box {<0, -1, -.1> <6, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -ArrowAngle * z translate y texture {IconEdgeColor}}
//Top
plane {y, 0 inverse rotate ArrowAngle * z translate -y texture
{IconEdgeColor}} //Bottom
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {y, 0 rotate -BevelAngle * x rotate -ArrowAngle * z translate y
translate -.24 * y texture {IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x rotate ArrowAngle * z translate
-y translate .24 * y texture {IconEdgeColor}} //Bottom bevel
translate -z
scale .24
} //intersection
#local Arrow_Small = intersection {
box {<0, -1, -.1> <6, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate (-ArrowAngle * 2) * z translate y texture
{IconEdgeColor}} //Top
plane {y, 0 inverse rotate (ArrowAngle * 2) * z translate -y texture
{IconEdgeColor}} //Bottom
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {y, 0 rotate -BevelAngle * x rotate (-ArrowAngle * 2) * z translate
y translate -.24 * y texture {IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x rotate (ArrowAngle * 2) * z
translate -y translate .24 * y texture {IconEdgeColor}} //Bottom bevel
translate -z
scale .24
} //intersection
#local Bar = intersection {
box {<0, -1, -.1> <.6, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -BevelAngle * x translate y translate -.25 * y texture
{IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x translate -y translate .25 * y
texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate .6 * x translate -.25 * x
texture {IconEdgeColor}} //Right side bevel
translate -z
scale .24
} //intersection
#local Square = intersection {
box {<0, -1, -.1> <2, 1, 1> texture {IconEdgeColor}}
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 rotate -BevelAngle * x translate y translate -.25 * y texture
{IconEdgeColor}} //Top bevel
plane {y, 0 inverse rotate BevelAngle * x translate -y translate .25 * y
texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate .25 * x texture
{IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate 2 * x translate -.25 * x
texture {IconEdgeColor}} //Right side bevel
translate -z
scale .24
} //intersection
#local MagnifyingGlass = union {
#local TopRadius = .6;
#local BevelRadius = TopRadius + .33;
intersection {
difference {
cone {<0, 0, -.1>, TopRadius <0, 0, .3>, BevelRadius texture
{IconEdgeColor}}
cone {<0, 0, -.2>, TopRadius <0, 0, 2>, BevelRadius scale .84
texture {IconEdgeColor}}
} //difference
plane {z, 0 inverse texture {IconFaceColor}}
} //intersection
difference {
cylinder {<0, 0, .3>, <0, 0, 1>, BevelRadius}
cylinder {<0, 0, 0>, <0, 0, 1.1>, BevelRadius * .84}
texture {IconEdgeColor}
} //difference
sphere {
<0, 0, .3>, TopRadius * .84
material {LensColor}
photons {
target
refraction on
collect off
} //photons
} //sphere
intersection {
#local HandleWidth = .667;
#local HandleLength = 2.2;
difference {
box {<-HandleWidth / 2, -HandleLength, -.1> <HandleWidth / 2, 0, 1>
texture {IconEdgeColor}}
cylinder {<0, 0, -.2>, <0, 0, 1.1>, TopRadius texture
{IconEdgeColor}}
} //difference
plane {z, 0 inverse texture {IconFaceColor}}
plane {y, 0 inverse rotate BevelAngle * x translate -HandleLength * y
translate .25 * y texture {IconEdgeColor}} //Bottom bevel
plane {x, 0 inverse rotate -BevelAngle * y translate (-HandleWidth /
2) * x translate .25 * x texture {IconEdgeColor}} //Left side bevel
plane {x, 0 rotate BevelAngle * y translate (HandleWidth / 2) * x
translate -.25 * x texture {IconEdgeColor}} //Right side bevel
} //intersection
translate -z
scale .24
} //union
#local PlayButton = union {
object {Button}
object {Arrow translate (-.065 * 3) * x}
} //union
#local PauseButton = union {
object {Button}
union {
object {Bar translate -BarSpacing * x}
object {Bar translate BarSpacing * x}
translate -.065 * x
} //union
} //union
#local StopButton = union {
object {Button}
object {Square translate -.24 * x}
} //union
#local EjectButton = union {
object {Button}
object {Bar rotate 90 * z translate -.18 * y}
object {Arrow_Small rotate 90 * z translate -.08 * y}
} //union
#local FastForwardButton = union {
object {Button}
union {
object {Arrow translate -ArrowSpacing * x}
object {Arrow}
translate .1 * x
} //union
} //union
#local FastRewindButton = object {FastForwardButton rotate 180 * z}
#local NextButton = union {
object {Button}
union {
object {Arrow translate -ArrowSpacing * x}
object {Arrow}
object {Bar translate ArrowSpacing * x}
translate -.065 * x
} //union
} //union
#local PreviousButton = object {NextButton rotate 180 * z}
#local ZoomButton = union {
object {Button}
object {MagnifyingGlass rotate 30 * z translate <-.066, .13, 0>}
} //union
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
/*
*/
/* THE BUTTONS...
*/
/*
*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * */
object {PlayButton translate <-2.4, 1.2, 0>}
object {PauseButton translate <0, 1.2, 0>}
object {StopButton translate <2.4, 1.2, 0>}
object {PreviousButton translate <-2.4, 0, 0>}
object {EjectButton translate <0, 0, 0>}
object {NextButton translate <2.4, 0, -0>}
object {FastRewindButton translate <-2.4, -1.2, 0>}
object {ZoomButton translate <0, -1.2, 0>}
object {FastForwardButton translate <2.4, -1.2, 0>}
Post a reply to this message
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