// POV-Ray 3.7 include file "Wheel_L01_demo.pov" // author: Friedrich A, Lohmueller, Nov-2013 // homepage: http://www.f-lohmueller.de/ // email: Friedrich.Lohmueller_aT_t-online.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_Number = 1 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 1.00,-10.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 25 ; #break #case (1) #declare Camera_Location = < 1.00, 1.50, -2.00> ; // diagonal view #declare Camera_Look_At = < 0.05, 0.47, 0.00> ; #declare Camera_Angle = 35 ; #break #case (2) #declare Camera_Location = < 3.0, 1.0 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 1.0, 0.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = < 0.00, 5.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = < 0.00, 1.00, -3.50> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<-500,2000,-2000> color rgb<1,1,1>*0.8} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.2 shadowless}// flash // 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} scale 0.5 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 -------------------------------- #local Font_Name = "cyrvetic.ttf" union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf Font_Name, "x", 0.15, 0 texture{Tex_Dark} rotate<20,-45,0> 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 Font_Name, "y", 0.15, 0 texture{Tex_Dark} rotate<10,0,0> scale 0.65 translate <-0.65,AxisLenY+0.30,-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 Font_Name, "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<1,0.4,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 2.50, 4.50, 9.00, Texture_A_Dark, Texture_A_Light) scale 0.2 } //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1 ; #declare RasterHalfLine = 0.065 ; #declare RasterHalfLineZ = 0.065 ; //------------------------------------------------------------------------- #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>} texture { Raster(10*RasterScale,0.2*RasterHalfLine ) rotate<0,0,0> } texture { Raster(10*RasterScale,0.2*RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //---------------------------------------------------------------------- //---------------------------------------------------------------------- // ---------------------------------------- optional textures: #declare Rim_Texture = texture{ //pigment{color White*1.2} Polished_Chrome finish { phong 1} } // end of texture #declare Tire_Texture = texture { pigment{color rgb<1,1,1>*0.1} // normal {bumps 0.5 scale 0.05} finish { phong 0.1} } // end of texture texture { pigment{agate scale 0.005 color_map{ [0.0 color Clear] [0.1 color Clear] [0.3 color rgbt<0.11,0.10,0.07,0.7> ] [0.8 color Clear] [1.0 color Clear] } } finish { phong 0.1 } } // end of texture #declare Tread_Texture = texture{ pigment{color rgb<1,1,1>*0.1} normal { bumps 0.5 scale 0.01} finish { phong 0.1} } // end of texture //---------------------------------------------------------------------- #include "Wheel_L02.inc" //---------------------------------------------------------------------- object{ Wheel_L02 ( 0*clock*360/18 ) // in degrees; // wheel radius = 0.40; scale it by i.e.: scale MyRadius/0.40 scale 1 // scale MyRadius/0.40 translate<0,0,0> } //-------------------------------------------------------------- //------------------------------------------------------------------ end