// POV-Ray 3.6 / 3.7 Scene File "Two_Cylinder_Blob_1_demo.pov" // author: Friedrich A. Lohmueller, Feb-2010, May-2014 // email: Friedrich.Lohmueller_at_t-online.de // homepage: http://www.f-lohmueller.de //-------------------------------------------------------------------------- #if ( version < 3.7 ) global_settings{ assumed_gamma 1.0 } #end #default{ finish{ ambient 0.1 diffuse 0.9 conserve_energy}} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) #declare Camera_Position = < 0.5, 0.4, -0.5> ; // diagonal view #declare Camera_Look_At = < 0.02, 0.0, 0.06> ; #declare Camera_Angle = 20 ; #break #else #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------------------------------------<<<< camera{ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------------------------------------<<<<< //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // sun ---------------------------------------------------------------------- light_source{<-2000,1200,-2500> color White*0.9} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky ---------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.2 color rgb<0.24,0.34,0.56>*0.7]//~Navy [0.8 color rgb<0.24,0.34,0.56>*0.7]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //--------------------------------------------------------------------------- //------------------------------ the Axes ----------------------------------- //--------------------------------------------------------------------------- #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen,0>,<0,AxisLen,0>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //--------------------------------------------------------------------------- #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes ----------------------------------- #declare Text_Rotate = <20,-35,0>; union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} rotate Text_Rotate scale 0.65 translate no_shadow } #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark} scale 0.65 translate <-0.75,AxisLenY+0.20,-0.05> rotate Text_Rotate no_shadow } #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark} rotate Text_Rotate scale 0.65 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow } #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //--------------------------------------------------------------------------- #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 5.5, 3, 12, Texture_A_Dark, Texture_A_Light) scale 0.025 no_shadow} //----------------------------------------------------- end of coordinate axes // ground -------------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.05; #declare RasterHalfLine = 0.025; #declare RasterHalfLineZ = 0.025; //---------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.6] [1.000 color rgbt<1,1,1,0>*0.6]} } #end// of Raster(RScale, HLine)-macro //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- //----------------------------- objects in scene ----------------------------- //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- #include "Two_Cylinder_Blob_1.inc" //---------------------------------------------------------------------------- object{ Two_Cylinder_Blob_1 ( 0.127, // Pitch, // distance of the 2 cylinders 0.009, // SD, // slice thickness 0.051, // Cyl_R, // cylinder radius 0.081, // Fillet_R , // fillet radius 0.022, // Axis_R, // < Cyl_R, 0=non 0.005, // Border_R, // ) texture { pigment{ color rgb<1, 1,1>} // normal { bumps 0.15 scale 0.0005} finish { phong 1.0 reflection 0.10} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,0> } // end of sphere ----------------------------------------------------- //---------------------------------------------------------------------------- object{ Two_Cylinder_Blob_1 ( 0.127, // Pitch, // distance of the 2 cylinders 0.009*5, // SD, // slice thickness 0.051, // Cyl_R, // cylinder radius 0.081, // Fillet_R , // fillet radius 0.000, // Axis_R, // < Cyl_R, 0=non 0.005, // Border_R, // ) texture { pigment{ color rgb<1, 1,1>} // normal { bumps 0.15 scale 0.0005} finish { phong 1.0 reflection 0.10} } // end of texture scale<1,1,1> rotate<0,0,0> translate<0,0,0.15> } // end of sphere ----------------------------------------------------- //---------------------------------------------------------------------------- //----------------------------------------------------------------------------