Here we show how to create a simple picture of a dust whirpool, using the scattering media materials generated by POV Ray.
#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"
//-------------------------------------------------------------------------------------------------------<<<<
//-------------------------------------------------------------------------------------------------------<<<<
// camera ------------------------------------------------------------------
#declare CAmera_posizione = < 0.00, 1.70,-5.50>; // vista frontale
#declare Camera_guarda_a = < 0.00, 3.2, 0.00>;
#declare CAmera_angolo = 55 ; // in gradi
//--------------------------------------------------------------------------------------------------------<<<<
camera{ /*ultra_wide_angle*/
location CAmera_posizione
right x*image_width/image_height
angle CAmera_angolo
look_at Camera_guarda_a
}
//------------------------------------------------------------------------------------------------------<<<<<
//------------------------------------------------------------------------------------------------------<<<<<
// sole ---------------------------------------------------------------------
light_source{<1500,2500,-2500> color White*0.85}
// cielo ---------------------------------------------------------------------
sky_sphere { pigment { gradient <0,1,0>
color_map { [0.00 rgb <1.0,1.0,1.0>*0.5]
[0.30 rgb <0.4,0.4,1.0>*0.5]
[0.75 rgb <0.4,0.4,1.0>*0.5]
[1.00 rgb <1.0,1.0,1.0>*0.5]
}
scale 3
}
} //fine del cielo
// nebbia ---------------------------------------------------------------------
fog{fog_type 2
distance 50
color White*0.5
fog_offset 0.1
fog_alt 2.0
turbulence 0.8}
// terreno ------------------------------------------------------------------
plane{ <0,1,0>, 0
texture{ pigment{ color rgb <1.00,0.95,0.85>*0.5}
normal { bumps 0.95 scale 0.025 }
finish { phong 0.1 }
} //fine della trama
} // fine del piano
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
//---------------------------- oggetto in scena ----------------------------
//--------------------------------------------------------------------------
// oggetto di diffusione della luce "tornado di polvere"
cylinder{ <0,0,0>,<0,100,0>,1.5
pigment { rgbt 1 }
hollow
interior{ //---------------------
media{ scattering{ 1, <1,1,1>
extinction 2.5 }
absorption rgb< 0.65, 0.89, 0.89>*2
// densità 1
density{ spiral2 8
turbulence 0.25
color_map {
[0.00 rgb 0.00] // bordo
[0.50 rgb 0.20] //
[1.00 rgb 1.00] // centro
} // fine della color_map
rotate<90,0,0>
scale<1,0.5,1>
} // fine della densità 1
// densità 2
density{ cylindrical
turbulence 1.5
frequency 1
color_map {
[0.00 rgb 0.00] // bordo
[0.50 rgb 0.25] //
[0.85 rgb 1.00] //
[1.00 rgb 0.50] // centro
} // end color_map
scale<1,1,1>
} // fine della densità 2
}
} // fine dell'interior
rotate<0,0,-25>
translate < 0.00, 0.15, 0.5>
}
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
Here is the picture generated by the code:
In questo blog si parla di programmazione con il linguaggio C++, i post cercheranno di essere molto esplicativi sull'argomento trattato.
sabato 21 marzo 2015
martedì 17 marzo 2015
How to create a rocky crater
In this post we will sho how to use the command height_field, to generate a rocky crater picture using POV Ray. First of all, a data picture have to be generated using greyscale and some tricks to have 2D for the crater.
Here is the code to generate the picture map.
#version 3.7;
global_settings { assumed_gamma 2.0 hf_gray_16 }
#include "colors.inc"
// piano colorato con pieghe
plane {z,10
hollow on
pigment{wrinkles
color_map{
[0 White*0.4]
[1 White]
}
}
}
// Luce principale crea il cratere maggiore
light_source {0 color 1 spotlight point_at z*10
radius 7 falloff 11
}
// Luce fioca addolcisce i bordi esterni del cratere
light_source {0 color .25 spotlight point_at z*10
radius 2 falloff 15
}
// Luce stretta crea il picco centrale
light_source {0 color .3 spotlight point_at z*10
radius 0 falloff 1.3
}
// Luce spot negativa crea interno del cratere
light_source {0 color -0.9 spotlight point_at z*10
radius 5 falloff 9.5
}
// Luce negativa stretta contrasta il luce del picco centrale
light_source {0 color -.25 spotlight point_at z*10
radius 3 falloff 8
}
//Luce spostata crea un secondo cratere
light_source {0 color 0.5 spotlight point_at z*10 translate <1,1.5,0>
radius 0.1 falloff 5
}
// Luce fioca negativa spostata crea interno del secondo cratere
light_source {0 color -0.30 spotlight point_at z*10 translate <1,1.5,0>
radius 0.2 falloff 2
}
light_source {0 color 0.5 spotlight point_at z*10 translate <-2,-1.5,0>
radius 3 falloff 11
}
The picture generated by this code is below.
A second file is needed to generate the final 3D picture of the crater.
The code is below.
#version 3.7;
global_settings { assumed_gamma 1.5 }
#include "colors.inc"
#include "stones.inc"
camera{ location <0,14,-24>
right x*image_width/image_height
direction z*5
look_at 0
}
light_source{<1000,2000,-2000> White}
height_field {
"crater_dat.png" smooth
texture{ T_Stone1
normal { agate 0.25 scale 0.10 rotate<0,0,0> }
finish { phong 2 }
rotate<0,0,0> scale 1.5 translate<0,0,0>
} // end of texture
translate <-.5, 0, -.5>
scale <17, 1.75, 17>
}
Final picture obtained using the height_field command is this.
Here is the code to generate the picture map.
#version 3.7;
global_settings { assumed_gamma 2.0 hf_gray_16 }
#include "colors.inc"
// piano colorato con pieghe
plane {z,10
hollow on
pigment{wrinkles
color_map{
[0 White*0.4]
[1 White]
}
}
}
// Luce principale crea il cratere maggiore
light_source {0 color 1 spotlight point_at z*10
radius 7 falloff 11
}
// Luce fioca addolcisce i bordi esterni del cratere
light_source {0 color .25 spotlight point_at z*10
radius 2 falloff 15
}
// Luce stretta crea il picco centrale
light_source {0 color .3 spotlight point_at z*10
radius 0 falloff 1.3
}
// Luce spot negativa crea interno del cratere
light_source {0 color -0.9 spotlight point_at z*10
radius 5 falloff 9.5
}
// Luce negativa stretta contrasta il luce del picco centrale
light_source {0 color -.25 spotlight point_at z*10
radius 3 falloff 8
}
//Luce spostata crea un secondo cratere
light_source {0 color 0.5 spotlight point_at z*10 translate <1,1.5,0>
radius 0.1 falloff 5
}
// Luce fioca negativa spostata crea interno del secondo cratere
light_source {0 color -0.30 spotlight point_at z*10 translate <1,1.5,0>
radius 0.2 falloff 2
}
light_source {0 color 0.5 spotlight point_at z*10 translate <-2,-1.5,0>
radius 3 falloff 11
}
The picture generated by this code is below.
A second file is needed to generate the final 3D picture of the crater.
The code is below.
#version 3.7;
global_settings { assumed_gamma 1.5 }
#include "colors.inc"
#include "stones.inc"
camera{ location <0,14,-24>
right x*image_width/image_height
direction z*5
look_at 0
}
light_source{<1000,2000,-2000> White}
height_field {
"crater_dat.png" smooth
texture{ T_Stone1
normal { agate 0.25 scale 0.10 rotate<0,0,0> }
finish { phong 2 }
rotate<0,0,0> scale 1.5 translate<0,0,0>
} // end of texture
translate <-.5, 0, -.5>
scale <17, 1.75, 17>
}
Final picture obtained using the height_field command is this.
domenica 15 marzo 2015
Floating objects on sea
Here it is an example how to combine Isosurface command, and functions to create a picture of objects floating on the sea.
Please following the code below:
// POV-Ray 3.7 Scene File "Prova8.pov"
// author: Max
// Date: 14/03/2015
//--------------------------------------------------------------------------
#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"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // vista frontale
location <0.0 , 3.0 ,-12.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sole ---------------------------------------------------------------------
light_source{<-2500,2500,-2500> color White}
// cielo ---------------------------------------------------------------------
plane{<0,2,0>,2 hollow
texture{ pigment{ bozo turbulence 0.95
color_map { [0.00 rgb <0.25, 0.30, 1.0>*0.7]
[0.50 rgb <0.25, 0.30, 1.0>*0.7]
[0.70 rgb <1,1,0.9>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate< 0,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia sullo sfondo -------------------------------------------------
fog { fog_type 2
distance 75
color White
fog_offset 0.1
fog_alt 2.5
turbulence 1.8
}
// -------------------------------------------------------------------
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
#declare Acqua_trama = texture{ Polished_Chrome }
// pigmento per la modulazione Isosurface
// e trama pigmento delle normali
#declare Pigmento_01 =
pigment { bumps
turbulence 0.17
scale <2,1,1>
} // fine pigmento
//---------------------------------------
#declare Pigmento_funzione_01 =
function {
pigment { Pigmento_01 }
} // fine della funzione
//---------------------------------------
// dimensioni x/z della scatola Isosurface
#local Scala_x = 20;
#local Scala_z = 14;
#local Iso_inizio =<-Scala_x,-1.0,-Scala_z>;
#local Iso_fine =< Scala_x, 1.0, Scala_z>;
//---------------------------------------
isosurface {
function{
y
-Pigmento_funzione_01(x, y, z).gray* 0.92
} //
contained_by { box {Iso_inizio,Iso_fine} }
accuracy 0.01
max_gradient 2
texture{ Polished_Chrome
normal { pigment_pattern { Pigmento_01 } }
}
// non scalare la Isosurface!
// scalare il Pigmento_01 se necessario!
translate <0, -0.3, 0>
} // fine di isosurface ------------------------
//---------------------------------------------
difference{ // ci allontaniamo dalla trama del pigmento
plane{<0,1,0>, 0 }
box { Iso_inizio,Iso_fine }
texture{
Acqua_trama
normal{
pigment_pattern{ Pigmento_01 }, 5}
}
translate<0,0.0,0>
}
//cornice di legno
difference{
box{ <-7.00,-1.00, 0.00>,< 0.00, 0.50, 7.00> }
box{ <-6.70,-1.11, 0.50>,<-0.50, 0.61, 6.70> }
texture { T_Wood1
finish { phong 1 }
} // end of texture
rotate<0,45,0> translate<0,0,-5>
} // fine della cornice ---------------------------
//sfera galleggiante
sphere { <0,0.2,0>, 1
texture { T_Wood3
finish { phong 1.0 reflection 0.01}
}
scale<1,1,1>
} // fine della sfera -----------------------------------
Here is the picture generated by the code.
Please following the code below:
// POV-Ray 3.7 Scene File "Prova8.pov"
// author: Max
// Date: 14/03/2015
//--------------------------------------------------------------------------
#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"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // vista frontale
location <0.0 , 3.0 ,-12.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sole ---------------------------------------------------------------------
light_source{<-2500,2500,-2500> color White}
// cielo ---------------------------------------------------------------------
plane{<0,2,0>,2 hollow
texture{ pigment{ bozo turbulence 0.95
color_map { [0.00 rgb <0.25, 0.30, 1.0>*0.7]
[0.50 rgb <0.25, 0.30, 1.0>*0.7]
[0.70 rgb <1,1,0.9>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate< 0,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia sullo sfondo -------------------------------------------------
fog { fog_type 2
distance 75
color White
fog_offset 0.1
fog_alt 2.5
turbulence 1.8
}
// -------------------------------------------------------------------
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
#declare Acqua_trama = texture{ Polished_Chrome }
// pigmento per la modulazione Isosurface
// e trama pigmento delle normali
#declare Pigmento_01 =
pigment { bumps
turbulence 0.17
scale <2,1,1>
} // fine pigmento
//---------------------------------------
#declare Pigmento_funzione_01 =
function {
pigment { Pigmento_01 }
} // fine della funzione
//---------------------------------------
// dimensioni x/z della scatola Isosurface
#local Scala_x = 20;
#local Scala_z = 14;
#local Iso_inizio =<-Scala_x,-1.0,-Scala_z>;
#local Iso_fine =< Scala_x, 1.0, Scala_z>;
//---------------------------------------
isosurface {
function{
y
-Pigmento_funzione_01(x, y, z).gray* 0.92
} //
contained_by { box {Iso_inizio,Iso_fine} }
accuracy 0.01
max_gradient 2
texture{ Polished_Chrome
normal { pigment_pattern { Pigmento_01 } }
}
// non scalare la Isosurface!
// scalare il Pigmento_01 se necessario!
translate <0, -0.3, 0>
} // fine di isosurface ------------------------
//---------------------------------------------
difference{ // ci allontaniamo dalla trama del pigmento
plane{<0,1,0>, 0 }
box { Iso_inizio,Iso_fine }
texture{
Acqua_trama
normal{
pigment_pattern{ Pigmento_01 }, 5}
}
translate<0,0.0,0>
}
//cornice di legno
difference{
box{ <-7.00,-1.00, 0.00>,< 0.00, 0.50, 7.00> }
box{ <-6.70,-1.11, 0.50>,<-0.50, 0.61, 6.70> }
texture { T_Wood1
finish { phong 1 }
} // end of texture
rotate<0,45,0> translate<0,0,-5>
} // fine della cornice ---------------------------
//sfera galleggiante
sphere { <0,0.2,0>, 1
texture { T_Wood3
finish { phong 1.0 reflection 0.01}
}
scale<1,1,1>
} // fine della sfera -----------------------------------
Here is the picture generated by the code.
sabato 14 marzo 2015
Water pool raytraced
In this post, we will show how to generate a water pool using POV Ray, and how to create a relistic wave effect on the pool water using the Isosurface command line.
Here is the code for POV Ray file:
// POV-Ray 3.7 Scene File "Prova7.pov" basato su woodbox
// author: Max
// Date: 14/03/2015
//--------------------------------------------------------------------------
#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"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // vista frontale
location <0.0 , 2.0 ,-8.0>
right x*image_width/image_height
look_at <0.0 , -1.0, 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 70 // vista diagonale
location <4.0 , 7.5 ,-5.0>
right x*image_width/image_height
look_at <1.0 , 0.0 , -2.5>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // vista lato destro
location <4.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 0.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 40 // vista dall'alto
location <0.0 , 20.0 ,-2.00-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , -2.00>}
camera{ Camera_0 }
// sole ---------------------------------------------------------------------
light_source{<-3500,2000,-1500> color rgb<1,0.85,0.85> }
// cielo ---------------------------------------------------------------------
plane{<0,2,0>,2 hollow
texture{ pigment{ bozo turbulence 0.95
color_map { [0.00 rgb <0.25, 0.32, 1.0>*0.8]
[0.50 rgb <0.25, 0.32, 1.0>*0.8]
[0.70 rgb <1,1,1>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate<-2,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia sul terreno -------------------------------------------------
fog { fog_type 2
distance 75
color White
fog_offset 0.1
fog_alt 2.5
turbulence 1.8
}
//---------------------------------------------
//----------------------------- Piscina trama
#declare Piscina_Tex =
texture{ T_Wood4
finish { specular 0.25 roughness 0.115 ambient 0.2 }
} // fine della trama
//---------------------------------------------
//----------------------------- Piscina dimensioni
#declare Piscina_X = 5.00;
#declare Piscina_Y = 2.00;
#declare Piscina_Z = 8.00;
#declare Piscina_Interno_Size = <5,-2,8>;
#declare Bordo = 0.30;
//---------------------------------------------
#declare Piscina_Transformation =
transform{ rotate<0,0,0>
translate<-2.5,0.10,-6>
} // fine della trasformazione
//---------------------------------------------
#declare Piscina_Interno =
box{<0,-Piscina_Y,0>,<Piscina_X,Piscina_Y,Piscina_Z>
} //--------------------------------------
#declare Piscina_Esterno =
box{<-Bordo, -Piscina_Y-0.01, -Bordo> ,
<Piscina_X+Bordo,0.001,Piscina_Z+Bordo>
} //--------------------------------------
//---------------------------------------------
#declare Piscina =
difference{
object{ Piscina_Esterno texture{Piscina_Tex}}
object{ Piscina_Interno texture{Piscina_Tex}}
} // fine della differenza
//---------------------------------------------
// terreno erboso
difference{
plane{ <0,1,0>, 0
texture{
pigment{ color rgb<0.35,0.65,0>*0.7}
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // fine della trama
}// fine del piano
object{ Piscina_Esterno
texture{ Piscina_Tex }
transform Piscina_Transformation
} // buco della piscina
} // fine del terreno
//---------------------------------------
//---------------------------------------
// Mettere la piscina:
object{ Piscina
transform Piscina_Transformation }
//---------------------------------------
//---------------------------------------
// acqua trasparente //-------------
#declare Acqua_materiale =
material{
texture{
pigment{ rgbf <0.92,0.99,0.96,0.45> }
finish { diffuse 0.1 reflection 0.3
specular 0.8 roughness 0.0003
phong 1 phong_size 400}
} // fine della trama --------------------
interior{ ior 1.3 caustics 0.15
} // fine di interior -------------------
} // fine del materiale --------------------
//---------------------------------------
// modulazione del materiale Pigmento
#declare Pigment_01 =
pigment{ bumps
turbulence 0.30
scale <3,1,3>*0.12
translate<1,0,0>
} // fine del pigmento
//---------------------------------------
#declare Pigment_Function_01 =
function {
pigment { Pigment_01 }
} // fine della funzione
//---------------------------------------
// modulazione della funzione pigmento
isosurface {
function{
y
+Pigment_Function_01(x,y,z).gray*0.2
} //
contained_by{
box{<-Bordo,-Piscina_Y-1.01,-Bordo>,
< Piscina_X+Bordo,1, Piscina_Z+Bordo>
} //
} // fine di contained_by
accuracy 0.01
max_gradient 2
material{ Acqua_materiale }
// scalare the Pigment_01 se necessario!
transform Piscina_Transformation
} // fine di isosurface ------------------
Here is the picture resulted from the file:
Here is the code for POV Ray file:
// POV-Ray 3.7 Scene File "Prova7.pov" basato su woodbox
// author: Max
// Date: 14/03/2015
//--------------------------------------------------------------------------
#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"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // vista frontale
location <0.0 , 2.0 ,-8.0>
right x*image_width/image_height
look_at <0.0 , -1.0, 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 70 // vista diagonale
location <4.0 , 7.5 ,-5.0>
right x*image_width/image_height
look_at <1.0 , 0.0 , -2.5>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // vista lato destro
location <4.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 0.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 40 // vista dall'alto
location <0.0 , 20.0 ,-2.00-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , -2.00>}
camera{ Camera_0 }
// sole ---------------------------------------------------------------------
light_source{<-3500,2000,-1500> color rgb<1,0.85,0.85> }
// cielo ---------------------------------------------------------------------
plane{<0,2,0>,2 hollow
texture{ pigment{ bozo turbulence 0.95
color_map { [0.00 rgb <0.25, 0.32, 1.0>*0.8]
[0.50 rgb <0.25, 0.32, 1.0>*0.8]
[0.70 rgb <1,1,1>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate<-2,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia sul terreno -------------------------------------------------
fog { fog_type 2
distance 75
color White
fog_offset 0.1
fog_alt 2.5
turbulence 1.8
}
//---------------------------------------------
//----------------------------- Piscina trama
#declare Piscina_Tex =
texture{ T_Wood4
finish { specular 0.25 roughness 0.115 ambient 0.2 }
} // fine della trama
//---------------------------------------------
//----------------------------- Piscina dimensioni
#declare Piscina_X = 5.00;
#declare Piscina_Y = 2.00;
#declare Piscina_Z = 8.00;
#declare Piscina_Interno_Size = <5,-2,8>;
#declare Bordo = 0.30;
//---------------------------------------------
#declare Piscina_Transformation =
transform{ rotate<0,0,0>
translate<-2.5,0.10,-6>
} // fine della trasformazione
//---------------------------------------------
#declare Piscina_Interno =
box{<0,-Piscina_Y,0>,<Piscina_X,Piscina_Y,Piscina_Z>
} //--------------------------------------
#declare Piscina_Esterno =
box{<-Bordo, -Piscina_Y-0.01, -Bordo> ,
<Piscina_X+Bordo,0.001,Piscina_Z+Bordo>
} //--------------------------------------
//---------------------------------------------
#declare Piscina =
difference{
object{ Piscina_Esterno texture{Piscina_Tex}}
object{ Piscina_Interno texture{Piscina_Tex}}
} // fine della differenza
//---------------------------------------------
// terreno erboso
difference{
plane{ <0,1,0>, 0
texture{
pigment{ color rgb<0.35,0.65,0>*0.7}
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // fine della trama
}// fine del piano
object{ Piscina_Esterno
texture{ Piscina_Tex }
transform Piscina_Transformation
} // buco della piscina
} // fine del terreno
//---------------------------------------
//---------------------------------------
// Mettere la piscina:
object{ Piscina
transform Piscina_Transformation }
//---------------------------------------
//---------------------------------------
// acqua trasparente //-------------
#declare Acqua_materiale =
material{
texture{
pigment{ rgbf <0.92,0.99,0.96,0.45> }
finish { diffuse 0.1 reflection 0.3
specular 0.8 roughness 0.0003
phong 1 phong_size 400}
} // fine della trama --------------------
interior{ ior 1.3 caustics 0.15
} // fine di interior -------------------
} // fine del materiale --------------------
//---------------------------------------
// modulazione del materiale Pigmento
#declare Pigment_01 =
pigment{ bumps
turbulence 0.30
scale <3,1,3>*0.12
translate<1,0,0>
} // fine del pigmento
//---------------------------------------
#declare Pigment_Function_01 =
function {
pigment { Pigment_01 }
} // fine della funzione
//---------------------------------------
// modulazione della funzione pigmento
isosurface {
function{
y
+Pigment_Function_01(x,y,z).gray*0.2
} //
contained_by{
box{<-Bordo,-Piscina_Y-1.01,-Bordo>,
< Piscina_X+Bordo,1, Piscina_Z+Bordo>
} //
} // fine di contained_by
accuracy 0.01
max_gradient 2
material{ Acqua_materiale }
// scalare the Pigment_01 se necessario!
transform Piscina_Transformation
} // fine di isosurface ------------------
Here is the picture resulted from the file:
sabato 7 marzo 2015
A whole scene example
This is another example of a whole scene constructed with POV Ray, the picture is based on the woodbox.pov file; has been recreated modifing position and other charactheristic of the example.
// POV-Ray 3.7 Scene File "Prova6.pov" basato su woodbox
// author: Max
// Date: 07/03/2015
#version 3.7;
global_settings { assumed_gamma 1.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
camera {
location <-5, 22, -26.5>
angle 45
right x*image_width/image_height
look_at <0,0,0>
}
#declare Dist=80.0;
light_source {< -50, 25, -50> color White
fade_distance Dist fade_power 2
area_light <-40, 0, -40>, <40, 0, 40>, 3, 3
adaptive 2
jitter
}
light_source {< 50, 10, -4> color Gray30
fade_distance Dist fade_power 2
area_light <-20, 0, -20>, <20, 0, 20>, 3, 3
adaptive 1
jitter
}
light_source {< 0, 200, 0> color Gray30
fade_distance Dist fade_power 1
area_light <-30, 0, -30>, <30, 0, 30>, 3, 3
adaptive 1
jitter
}
sky_sphere {
pigment {
gradient y
color_map {
[0, 1 color Gray60 color Gray80]
}
}
}
#declare M_Legno18b =
colour_map {
[0.00 0.35 color rgbf < 0.50, 0.26, 0.12, 0.10>
color rgbf < 0.54, 0.29, 0.13, 0.20>]
[0.35 0.45 color rgbf < 0.54, 0.29, 0.13, 0.20>
color rgbf < 0.55, 0.28, 0.10, 0.70>]
[0.45 0.50 color rgbf < 0.55, 0.28, 0.10, 0.70>
color rgbf < 0.50, 0.23, 0.15, 0.95>]
[0.50 0.70 color rgbf < 0.50, 0.23, 0.15, 0.95>
color rgbf < 0.56, 0.29, 0.17, 0.70>]
[0.70 0.95 color rgbf < 0.56, 0.29, 0.17, 0.70>
color rgbf < 0.54, 0.29, 0.13, 0.20>]
[0.95 1.00 color rgbf < 0.54, 0.29, 0.13, 0.20>
color rgbf < 0.50, 0.26, 0.12, 0.10>]
}
#declare Trama_pavimento =
texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}}
texture { pigment { P_WoodGrain12A color_map { M_Legno18b }}}
texture {
pigment { P_WoodGrain12B color_map { M_Legno18b }}
finish { reflection 0.25 }
}
#declare Pavimento =
plane { y,0
texture { Trama_pavimento
scale 2.5
rotate y*90
rotate <10, 0, 15>
translate z*4
}
}
#declare T0 = texture { T_Wood15 }
#declare T =
texture { T0
finish { specular 0.50 roughness 0.1 ambient 0.25 }
}
#declare T1 = texture { T translate x*10 rotate <0, 87, 0> }
#declare T2 = texture { T translate y*10 rotate <0, 1, 0> }
#declare T3 = texture { T translate -x*10 rotate <0, 90, 0> translate z*10}
#declare Pannello_frontale =
box { <-5.75, 0.00, -0.5>,
< 5.75, 1.75, 0.0> }
#declare Bordo_fronte_alto =
cylinder { <-5.75, 1.75, 0.0>,
< 5.75, 1.75, 0.0>, 0.5 }
#declare Bordo_fronte_destro =
cylinder { < 5.75, 0.00, 0.0>,
< 5.75, 1.75, 0.0>, 0.5 }
#declare Bordo_fronte_sinistro =
cylinder { <-5.75, 0.00, 0.0>,
<-5.75, 1.75, 0.0>, 0.5 }
#declare Angolo_as_fronte = sphere { <-5.75, 1.75, 0.0>, 0.5 }
#declare Angolo_ad_fronte = sphere { < 5.75, 1.75, 0.0>, 0.5 }
#declare Pannello_sinistro = box { <-0.50, 0, -5.75>, <0.50, 1.75, 5.75> }
#declare Bordo_sinistro_alto = cylinder { <0, 1.75, -5.75>, <0, 1.75, 5.75>, 0.5 }
#declare Parte_sinistra =
intersection {
union {
object { Pannello_sinistro }
object { Bordo_sinistro_alto }
}
plane { x, 0 }
texture { T2 scale 2.5}
bounded_by { box { <-0.501, 0.01, -5.251>, <0.01, 2.251, 5.251> } }
}
#declare Fronte_scatola =
intersection {
union {
object { Pannello_frontale }
object { Bordo_fronte_alto }
object { Bordo_fronte_sinistro }
object { Bordo_fronte_destro }
object { Angolo_as_fronte }
object { Angolo_ad_fronte }
}
plane { z, 0 }
texture { T1 scale 2.5}
bounded_by { box { <-6.251, 0.01, -0.51>, <6.251, 2.251, 0.01> }}
}
#declare Fondo_scatola = box {<-5.75, 0.0, -5.75> <5.75, 0.25, 5.75> texture {T3} }
#declare Coperchio_scatola = box {<-5.75, 0.0, -5.75> <5.75, 0.25, 5.75>
translate -5.25*z // mette il fulcro nell'origine
rotate x*35 // apre il coperchio
translate 5.25*z // muove il fulcro indietro e
translate y*2 //sposta in alto
texture {T3 scale 2.5}
}
#declare Scatola =
union {
object { Fronte_scatola translate -z*5.25}
object { Fronte_scatola scale <1,1,-1> translate z*5.25}
object { Parte_sinistra translate -x*5.75 }
object { Parte_sinistra scale <-1,1,1> translate x*5.75 }
object { Coperchio_scatola }
object { Fondo_scatola }
}
#declare Sfere =
union {
// Nella scatola
sphere { <1.5, 1.5, -0.75>, 1.25
texture {
T_Wood14
finish { specular 0.35 roughness 0.05 ambient 0.3 }
translate x*1
rotate <15, 10, 0>
translate y*2
}
}
// Nella scatola
sphere { <-1.5, 1.25, 0.5>, 1
texture { T_Wood18
finish { specular 0.25 roughness 0.025 ambient 0.35 }
scale 0.33
translate x*1
rotate <10, 20, 30>
translate y*10
}
}
// Nella scatola
sphere { <-0.75, 1.0, -1.5>, 0.75
texture { T_Wood10
finish { specular 0.5 roughness 0.1 ambient 0.35 }
translate x*1
rotate <30, 10, 20>
}
}
// Fuori dalla scatola
sphere { <-0.75, 0.75, -7.5>, 0.75
texture { T_Wood4
finish { specular 0.25 roughness 0.115 ambient 0.2 }
}
}
// Fuori dalla scatola
sphere { <-2.25, 0.45, -7.5>, 0.45
texture { T_Wood20
finish { specular 0.15 roughness 0.15 ambient 0.3 }
rotate <45, 10, 45>
translate x*10
}
}
// Fuori dalla scatola
sphere { <-7.5, 0.95, 0.8>, 0.95
material {
texture {
pigment { color rgbf <0.98, 1.0, 0.99, 0.75> }
finish { F_Glass4 }
}
interior {I_Glass caustics 1}
}
}
// Fuori dalla scatola
sphere { <-15.5, 0.95, 0.8>, 1.2
material {
texture {
pigment { color rgbf <0.98, 1.0, 0.99, 0.75> }
finish { F_Glass4 }
}
interior {I_Glass caustics 1}
}
}
// Fuori dalla scatola
sphere { <-7.00, 0.75, -2.0>, 0.75 texture { T_Copper_2B} }
// Fuori dalla scatola
sphere { <-1.75, 0.40, -7.4>, 0.40 texture { T_Brass_3B} }
}
union {
object { Pavimento }
object { Scatola }
object { Sfere }
rotate -y*45
}
Here the picture generated.
// POV-Ray 3.7 Scene File "Prova6.pov" basato su woodbox
// author: Max
// Date: 07/03/2015
#version 3.7;
global_settings { assumed_gamma 1.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
camera {
location <-5, 22, -26.5>
angle 45
right x*image_width/image_height
look_at <0,0,0>
}
#declare Dist=80.0;
light_source {< -50, 25, -50> color White
fade_distance Dist fade_power 2
area_light <-40, 0, -40>, <40, 0, 40>, 3, 3
adaptive 2
jitter
}
light_source {< 50, 10, -4> color Gray30
fade_distance Dist fade_power 2
area_light <-20, 0, -20>, <20, 0, 20>, 3, 3
adaptive 1
jitter
}
light_source {< 0, 200, 0> color Gray30
fade_distance Dist fade_power 1
area_light <-30, 0, -30>, <30, 0, 30>, 3, 3
adaptive 1
jitter
}
sky_sphere {
pigment {
gradient y
color_map {
[0, 1 color Gray60 color Gray80]
}
}
}
#declare M_Legno18b =
colour_map {
[0.00 0.35 color rgbf < 0.50, 0.26, 0.12, 0.10>
color rgbf < 0.54, 0.29, 0.13, 0.20>]
[0.35 0.45 color rgbf < 0.54, 0.29, 0.13, 0.20>
color rgbf < 0.55, 0.28, 0.10, 0.70>]
[0.45 0.50 color rgbf < 0.55, 0.28, 0.10, 0.70>
color rgbf < 0.50, 0.23, 0.15, 0.95>]
[0.50 0.70 color rgbf < 0.50, 0.23, 0.15, 0.95>
color rgbf < 0.56, 0.29, 0.17, 0.70>]
[0.70 0.95 color rgbf < 0.56, 0.29, 0.17, 0.70>
color rgbf < 0.54, 0.29, 0.13, 0.20>]
[0.95 1.00 color rgbf < 0.54, 0.29, 0.13, 0.20>
color rgbf < 0.50, 0.26, 0.12, 0.10>]
}
#declare Trama_pavimento =
texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}}
texture { pigment { P_WoodGrain12A color_map { M_Legno18b }}}
texture {
pigment { P_WoodGrain12B color_map { M_Legno18b }}
finish { reflection 0.25 }
}
#declare Pavimento =
plane { y,0
texture { Trama_pavimento
scale 2.5
rotate y*90
rotate <10, 0, 15>
translate z*4
}
}
#declare T0 = texture { T_Wood15 }
#declare T =
texture { T0
finish { specular 0.50 roughness 0.1 ambient 0.25 }
}
#declare T1 = texture { T translate x*10 rotate <0, 87, 0> }
#declare T2 = texture { T translate y*10 rotate <0, 1, 0> }
#declare T3 = texture { T translate -x*10 rotate <0, 90, 0> translate z*10}
#declare Pannello_frontale =
box { <-5.75, 0.00, -0.5>,
< 5.75, 1.75, 0.0> }
#declare Bordo_fronte_alto =
cylinder { <-5.75, 1.75, 0.0>,
< 5.75, 1.75, 0.0>, 0.5 }
#declare Bordo_fronte_destro =
cylinder { < 5.75, 0.00, 0.0>,
< 5.75, 1.75, 0.0>, 0.5 }
#declare Bordo_fronte_sinistro =
cylinder { <-5.75, 0.00, 0.0>,
<-5.75, 1.75, 0.0>, 0.5 }
#declare Angolo_as_fronte = sphere { <-5.75, 1.75, 0.0>, 0.5 }
#declare Angolo_ad_fronte = sphere { < 5.75, 1.75, 0.0>, 0.5 }
#declare Pannello_sinistro = box { <-0.50, 0, -5.75>, <0.50, 1.75, 5.75> }
#declare Bordo_sinistro_alto = cylinder { <0, 1.75, -5.75>, <0, 1.75, 5.75>, 0.5 }
#declare Parte_sinistra =
intersection {
union {
object { Pannello_sinistro }
object { Bordo_sinistro_alto }
}
plane { x, 0 }
texture { T2 scale 2.5}
bounded_by { box { <-0.501, 0.01, -5.251>, <0.01, 2.251, 5.251> } }
}
#declare Fronte_scatola =
intersection {
union {
object { Pannello_frontale }
object { Bordo_fronte_alto }
object { Bordo_fronte_sinistro }
object { Bordo_fronte_destro }
object { Angolo_as_fronte }
object { Angolo_ad_fronte }
}
plane { z, 0 }
texture { T1 scale 2.5}
bounded_by { box { <-6.251, 0.01, -0.51>, <6.251, 2.251, 0.01> }}
}
#declare Fondo_scatola = box {<-5.75, 0.0, -5.75> <5.75, 0.25, 5.75> texture {T3} }
#declare Coperchio_scatola = box {<-5.75, 0.0, -5.75> <5.75, 0.25, 5.75>
translate -5.25*z // mette il fulcro nell'origine
rotate x*35 // apre il coperchio
translate 5.25*z // muove il fulcro indietro e
translate y*2 //sposta in alto
texture {T3 scale 2.5}
}
#declare Scatola =
union {
object { Fronte_scatola translate -z*5.25}
object { Fronte_scatola scale <1,1,-1> translate z*5.25}
object { Parte_sinistra translate -x*5.75 }
object { Parte_sinistra scale <-1,1,1> translate x*5.75 }
object { Coperchio_scatola }
object { Fondo_scatola }
}
#declare Sfere =
union {
// Nella scatola
sphere { <1.5, 1.5, -0.75>, 1.25
texture {
T_Wood14
finish { specular 0.35 roughness 0.05 ambient 0.3 }
translate x*1
rotate <15, 10, 0>
translate y*2
}
}
// Nella scatola
sphere { <-1.5, 1.25, 0.5>, 1
texture { T_Wood18
finish { specular 0.25 roughness 0.025 ambient 0.35 }
scale 0.33
translate x*1
rotate <10, 20, 30>
translate y*10
}
}
// Nella scatola
sphere { <-0.75, 1.0, -1.5>, 0.75
texture { T_Wood10
finish { specular 0.5 roughness 0.1 ambient 0.35 }
translate x*1
rotate <30, 10, 20>
}
}
// Fuori dalla scatola
sphere { <-0.75, 0.75, -7.5>, 0.75
texture { T_Wood4
finish { specular 0.25 roughness 0.115 ambient 0.2 }
}
}
// Fuori dalla scatola
sphere { <-2.25, 0.45, -7.5>, 0.45
texture { T_Wood20
finish { specular 0.15 roughness 0.15 ambient 0.3 }
rotate <45, 10, 45>
translate x*10
}
}
// Fuori dalla scatola
sphere { <-7.5, 0.95, 0.8>, 0.95
material {
texture {
pigment { color rgbf <0.98, 1.0, 0.99, 0.75> }
finish { F_Glass4 }
}
interior {I_Glass caustics 1}
}
}
// Fuori dalla scatola
sphere { <-15.5, 0.95, 0.8>, 1.2
material {
texture {
pigment { color rgbf <0.98, 1.0, 0.99, 0.75> }
finish { F_Glass4 }
}
interior {I_Glass caustics 1}
}
}
// Fuori dalla scatola
sphere { <-7.00, 0.75, -2.0>, 0.75 texture { T_Copper_2B} }
// Fuori dalla scatola
sphere { <-1.75, 0.40, -7.4>, 0.40 texture { T_Brass_3B} }
}
union {
object { Pavimento }
object { Scatola }
object { Sfere }
rotate -y*45
}
Here the picture generated.
domenica 1 marzo 2015
Vortex simulation
How to create a simple vortex on POV Ray, using the instruction union and difference.
// POV-Ray 3.7 Scene File "Prova4.pov"
// author: Max
// Date: 01/03/2015
//--------------------------------------------------------------------------
#if (version < 3.7) global_settings{ assumed_gamma 1.0 } #end
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {ultra_wide_angle angle 65 // vista frontale
location <0.0 , 3.0 ,-3.5>
right x*image_width/image_height
look_at <0.0 ,-0.5 , 0.0>}
camera{Camera_0}
// sole ---------------------------------------------------------------------
light_source{<1500,3000,-3000> color White}
// cielo ---------------------------------------------------------------------
plane{<0,1,0>,1 hollow no_shadow
texture{ pigment{ Bright_Blue_Sky scale 1
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia ---------------------------------------------------------------------
fog{fog_type 2
distance 20
color rgb<1,0.98,0.9>
fog_offset 0.1
fog_alt 1
turbulence 0.8}
// terreno ------------------------------------------------------------------
// dimensioni del foro:
#declare ForointernoR = 1.00;
#declare Foroscala = 1.25;
#declare ForoR = 0.75;
//-------------------------
// piano forato:
union{
difference{
plane{<0,1,0>, 0 }
cylinder{<0,-ForoR,0>, <0,0.001,0>,ForointernoR+ForoR scale Foroscala}
cylinder{<0, -100,0>, <0,0.001,0>,ForointernoR scale Foroscala}
} // fine della differenza
torus{ ForointernoR+ForoR, ForoR
translate<0,-ForoR,0>scale Foroscala}
texture{Polished_Chrome
normal {spiral1 20 0.25 sine_wave
turbulence 0.1 rotate<90,0,0> scale <0.25,0.5,0.25> }
finish {ambient 0.15 diffuse 0.85 reflection 0.35}}
} // fine dell'unione
//sfera sospesa
sphere { <0,-ForoR,0>, ForoR/3
texture { pigment{ color rgb<0.75, 0.75, 0.75>}
finish { phong 1.0 reflection 0.01}
}
scale<1,1,1> rotate<0,0,0> translate<0,0.5,0>
} // fine della sfera -----------------------------------
//-----------------------------------------------------------------------fine
Here the picture obtained from the program written above.
// POV-Ray 3.7 Scene File "Prova4.pov"
// author: Max
// Date: 01/03/2015
//--------------------------------------------------------------------------
#if (version < 3.7) global_settings{ assumed_gamma 1.0 } #end
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {ultra_wide_angle angle 65 // vista frontale
location <0.0 , 3.0 ,-3.5>
right x*image_width/image_height
look_at <0.0 ,-0.5 , 0.0>}
camera{Camera_0}
// sole ---------------------------------------------------------------------
light_source{<1500,3000,-3000> color White}
// cielo ---------------------------------------------------------------------
plane{<0,1,0>,1 hollow no_shadow
texture{ pigment{ Bright_Blue_Sky scale 1
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia ---------------------------------------------------------------------
fog{fog_type 2
distance 20
color rgb<1,0.98,0.9>
fog_offset 0.1
fog_alt 1
turbulence 0.8}
// terreno ------------------------------------------------------------------
// dimensioni del foro:
#declare ForointernoR = 1.00;
#declare Foroscala = 1.25;
#declare ForoR = 0.75;
//-------------------------
// piano forato:
union{
difference{
plane{<0,1,0>, 0 }
cylinder{<0,-ForoR,0>, <0,0.001,0>,ForointernoR+ForoR scale Foroscala}
cylinder{<0, -100,0>, <0,0.001,0>,ForointernoR scale Foroscala}
} // fine della differenza
torus{ ForointernoR+ForoR, ForoR
translate<0,-ForoR,0>scale Foroscala}
texture{Polished_Chrome
normal {spiral1 20 0.25 sine_wave
turbulence 0.1 rotate<90,0,0> scale <0.25,0.5,0.25> }
finish {ambient 0.15 diffuse 0.85 reflection 0.35}}
} // fine dell'unione
//sfera sospesa
sphere { <0,-ForoR,0>, ForoR/3
texture { pigment{ color rgb<0.75, 0.75, 0.75>}
finish { phong 1.0 reflection 0.01}
}
scale<1,1,1> rotate<0,0,0> translate<0,0.5,0>
} // fine della sfera -----------------------------------
//-----------------------------------------------------------------------fine
Here the picture obtained from the program written above.
A simple water scene
Here are some instruction how to create a flat water surface with a blue sky. The water effect is only simulated, no real waves are created by this code.
// POV-Ray 3.6 Scene File "Prova2.pov"
// created Max
// date: 01/03/2015
#include "colors.inc"
#include "textures.inc"
#include "textures.inc"
global_settings { assumed_gamma 1.1 }
// telecamera -----------------------------------------------------------
#declare Cam0 = camera {/*ultra_wide_angle*/ angle 65
location <0.0 , 1.0 ,-3.0>
look_at <0.0 , 0.8 , 0.0>}
camera{Cam0}
// sole ---------------------------------------------------------------
light_source{<1500,3000,-2500> color White}
// nebbia ---------------------------------------------------------------
fog{fog_type 2 distance 85 color rgb<1,0.99,0.9>
fog_offset 0.1 fog_alt 2.0 turbulence 0.2}
// cielo ---------------------------------------------------------------------
plane{<0,1,0>,1 hollow
texture{ pigment{ bozo turbulence 0.99
color_map { [0.5 rgb <0.30, 0.30, 1.0>*1]
[0.6 rgb <1,1,0.9>]
[1.0 rgb <0.2,0.2,0.2>]}
scale 3.5 translate<10,0,9>
}
finish {ambient 1 diffuse 0} }
scale 10000}
//--------------------------------------------------------------------------
//--------------------------------------------------------------------
plane{<0,1,0>, 0
texture{pigment{ rgb <0.2, 0.2, 0.2> }
normal { bumps 0.18 scale <1,0.25,0.35>*1 turbulence 0.8 }
finish { ambient 0.05 diffuse 0.55
brilliance 6.0 phong 0.8 phong_size 120
reflection 0.6 }
}
}
//--------------------------------------------------------------------
#declare Asta_H = 1.75;
#declare Asta_R = 0.20;
#declare Asta = // Oggetto
union{
cylinder {<0,-Asta_H,0>,<0,Asta_H,0>,Asta_R translate<0,0,0>
texture{pigment{spiral1 2
color_map{[0.0 White]
[0.5 White]
[0.5 rgb<1,0.5,0>]
[1.0 rgb<1,0.5,0>]}
rotate<90,0,0>
scale<1,0.3,1>}
normal {bumps 0.3 scale 0.025}
finish {ambient 0.05 diffuse 0.95
phong 1 reflection 0.05}
}
}
union{
cylinder{<0,-0.05,0>,<0,0.05,0>,Asta_R+0.05 translate<0,Asta_H.0>}
sphere {<0,0,0>,Asta_R+0.05 translate<0,Asta_H+0.1,0> }
torus {1.0,0.1 scale 0.12 translate<0,Asta_H+0.01,0>}
texture{pigment{color White}
normal {bumps 0.3 scale 0.025}
finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.05}}}
}// fine di Asta --------
//---------------------------------------------------------------------
object{Asta scale 1 rotate<0,0,2> translate <-1.0,0,3>}
//----------------------------------------------------------------- fine
// POV-Ray 3.6 Scene File "Prova2.pov"
// created Max
// date: 01/03/2015
#include "colors.inc"
#include "textures.inc"
#include "textures.inc"
global_settings { assumed_gamma 1.1 }
// telecamera -----------------------------------------------------------
#declare Cam0 = camera {/*ultra_wide_angle*/ angle 65
location <0.0 , 1.0 ,-3.0>
look_at <0.0 , 0.8 , 0.0>}
camera{Cam0}
// sole ---------------------------------------------------------------
light_source{<1500,3000,-2500> color White}
// nebbia ---------------------------------------------------------------
fog{fog_type 2 distance 85 color rgb<1,0.99,0.9>
fog_offset 0.1 fog_alt 2.0 turbulence 0.2}
// cielo ---------------------------------------------------------------------
plane{<0,1,0>,1 hollow
texture{ pigment{ bozo turbulence 0.99
color_map { [0.5 rgb <0.30, 0.30, 1.0>*1]
[0.6 rgb <1,1,0.9>]
[1.0 rgb <0.2,0.2,0.2>]}
scale 3.5 translate<10,0,9>
}
finish {ambient 1 diffuse 0} }
scale 10000}
//--------------------------------------------------------------------------
//--------------------------------------------------------------------
plane{<0,1,0>, 0
texture{pigment{ rgb <0.2, 0.2, 0.2> }
normal { bumps 0.18 scale <1,0.25,0.35>*1 turbulence 0.8 }
finish { ambient 0.05 diffuse 0.55
brilliance 6.0 phong 0.8 phong_size 120
reflection 0.6 }
}
}
//--------------------------------------------------------------------
#declare Asta_H = 1.75;
#declare Asta_R = 0.20;
#declare Asta = // Oggetto
union{
cylinder {<0,-Asta_H,0>,<0,Asta_H,0>,Asta_R translate<0,0,0>
texture{pigment{spiral1 2
color_map{[0.0 White]
[0.5 White]
[0.5 rgb<1,0.5,0>]
[1.0 rgb<1,0.5,0>]}
rotate<90,0,0>
scale<1,0.3,1>}
normal {bumps 0.3 scale 0.025}
finish {ambient 0.05 diffuse 0.95
phong 1 reflection 0.05}
}
}
union{
cylinder{<0,-0.05,0>,<0,0.05,0>,Asta_R+0.05 translate<0,Asta_H.0>}
sphere {<0,0,0>,Asta_R+0.05 translate<0,Asta_H+0.1,0> }
torus {1.0,0.1 scale 0.12 translate<0,Asta_H+0.01,0>}
texture{pigment{color White}
normal {bumps 0.3 scale 0.025}
finish {ambient 0.15 diffuse 0.85 phong 1 reflection 0.05}}}
}// fine di Asta --------
//---------------------------------------------------------------------
object{Asta scale 1 rotate<0,0,2> translate <-1.0,0,3>}
//----------------------------------------------------------------- fine
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