// PoVRay 3.7 Scene File "RT_System_demo1.pov" // author: Friedrich A. Lohmueller, March-2011 // Homepage: http://www.f-lohmueller.de //------------------------------------------------------------------------ #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //------------------------------------------------------------------------ #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" //------------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view location <0.0 , 1.0 ,-40.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 34 // diagonal view location <25.0 , 8.0 ,-13.0> right x*image_width/image_height look_at <8.5 , -1 , -0.8>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location <20.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 ,20.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<-1000,2000,-1500> color White} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~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 -------------------------------- 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<20,-45,0> scale 0.75 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} rotate<10,0,0> scale 0.75 translate <-0.65,AxisLenY+0.50,-0.10> rotate<0,-45,0> 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<20,-45,0> scale 0.85 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( 4.50, 3.00, 5.00, Texture_A_Dark, Texture_A_Light)} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 1.0; #declare RasterHalfLine = 0.02; #declare RasterHalfLineZ = 0.02; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.9] [0+HLine color rgbt<1,1,1,0>*0.9] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.9] [1.000 color rgbt<1,1,1,0>*0.9]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------// #include "RT_System/RT_Track_Straight_00.inc" // straight track in x //-------------------------------------------------------------------------------------// #declare Rail_Spikes_On = 1; object{ RT_Track_Straight_00( 15.00, // Rail___Length_, // in x+ in meter 1.5, // Ties_Per_Meter_ // ~1.5 number per meter ) //----------------------------------------------------------------// scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00,0.00> } //-----------------------------------------------------------------------------// //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------// #include "RT_System/RT_Track_Curve_00.inc" // right curve in x //-------------------------------------------------------------------------------------// #declare Rail_Spikes_On = 1; object{ RT_Track_Curve_00( 30.00, // Rail_Radius_, // in meter 30, // Bow_Angle_, // in degrees 1.5, // Ties_Per_Meter_,// ~1.5, number per meter ) //----------------------------------------------------------// scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00,-3.00> } //-----------------------------------------------------------------------------// //--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------