摘要
// Persistence of Vision Ray Tracer Scene Description File// File: ?.pov// Vers: 3.6// Desc: Basic Scene Example// Date: mm/dd/yy// Auth: ?// #version 3.6;#include "colors.inc"global_settings { assumed_gamma 2.1 // used in global_settings, sets an overall brightness/ambient light level in the scene ambient_light color rgb <1,1,1>/10}// ----------------------------------------camera { location <+0.3, 0.5, -4.0> // -0.2 0.0 +0.2 // -0.3 -0.1 +0.1 +0.3 direction 1.5*z right x*image_width/image_height look_at <0.0, 0.0, 0.0>}sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.6,0.7,1.0>] [0.7 rgb <0.0,0.1,0.8>] } }}light_source { <-50, 40, -60> // light's position (translated below) color rgb <1, 0, 0> // light's color} light_source { <50, 40, -60> // light's position (translated below) color rgb <0, 1, 0> // light's color}light_source { <0, 190, -60> // light's position (translated below) color rgb <0, 0, 1.1> // light's color }// ----------------------------------------plane { y, -1.3 pigment { color rgb <0.7,0.5,0.3> }}#declare ba=5.7; //linksunten rechst oben flach#declare bb=7.3; //linksoben rechtunten //6 , 9 , , 15#declare bc=5.5; //links unten rechts oben steil#declare b1=max(ba,bb,bc)+2;#declare s=sqrt(3)/2; /*//tube armchair#declare bb=bb+6; //6 , 9 , , 15#declare r=(bb-6)/pi;#macro ab2y(b,a) sin(a/r)*r #end#macro ab2x(b,a) b #end#macro ab2z(b,a) cos(a/r)*r -r#end */ /*//rim armchair#declare r=(bb-6)/pi*3;#macro ab2y(b,a) sin(a/r)*r #end#macro ab2x(b,a) b #end#macro ab2z(b,a) cos(a/r)*r -r#end *//* //ribbon#macro ab2x(a,b) a #end#macro ab2y(a,b) b #end#macro ab2z(a,b) 0 #end */ #declare ha=0.92;#declare hu=1.3;#declare hr=sqrt(ha*ha+hu*hu); //rim zizag#declare r=1.68;//3.135;#macro ab2x(a,b) sin((hu*a-ha*b)/hr/r)*r #end#macro ab2y(a,b) (ha*a+hu*b)/hr #end#macro ab2z(a,b) cos((hu*a-ha*b)/hr/r)*r -r#end /*//ribbon#declare r=3;//1.68;//3.135;#macro ab2x(a,b) ((hu*a-ha*b)/hr/r)*r #end#macro ab2y(a,b) (ha*a+hu*b)/hr #end#macro ab2z(a,b) 0#end */ /* //tube zizag#declare ba=ba+2;#declare r=(ba*s)/pi;#macro ab2x(a,b) sin(a/r)*r #end#macro ab2y(a,b) b #end#macro ab2z(a,b) cos(a/r)*r -r#end */ // m,n -> x,y/* **** * ** * * * *****/#macro kugel(m,n) #if ( (abs(m)<ba) & (abs(n)<bb) & (abs(m+n-0.5)<bc) )// #if (abs(m+n)<ba) sphere{<ab2x(m+n/2,n*s),ab2y(m+n/2,n*s),ab2z(m+n/2,n*s)>,0.2} // #end #end #end#macro zylinder(m,n,m1,n1) #if ( (abs(m)<ba) & (abs(n)<bb) & (abs(m+n-0.5)<bc) )#if ( (abs(m1)<ba) & (abs(n1)<bb) & (abs(m1+n1-0.5)<bc) ) cylinder{<ab2x(m+n/2,n*s),ab2y(m+n/2,n*s),ab2z(m+n/2,n*s)>,<ab2x(m1+n1/2,n1*s),ab2y(m1+n1/2,n1*s),ab2z(m1+n1/2,n1*s)>,0.17} #end #end #endunion{ #declare m = -b1;#while (m <= b1)#declare n = -b1;#while (n <= b1)kugel(m,n)zylinder(m,n,m-1/3,n+2/3)kugel(m-1/3,n+2/3)zylinder(m-1/3,n+2/3,m-1,n+1)zylinder(m-1/3,n+2/3,m,n+1)#declare n = n+1; // increment our counter#end#declare m = m+1; // increment our counter#end texture { pigment { color rgb <1,1,1>*0.7 } finish{ specular 0.6 } } scale 0.2 //08 //2 // translate 0.4*z rotate <90,45,0> rotate <0,90,0> rotate <-20,0,0> // translate z }
许可协议
Public domainPublic domainfalsefalse |
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