// Hans-Jakob Schwer // povray 3.6 scenefile // 23.09.2009 #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "metals.inc" #include "glass.inc" #include "woods.inc" // global settings and objects global_settings {max_trace_level 11} camera { location <0, 0, -7> direction <0, 0, 2.25> right x*1.33 look_at <0,0,0> } #declare Dist=80.0; // light distance light_source {< -50, 25, -50> color White fade_distance Dist fade_power 2 } light_source {< 50, 10, -4> color Gray30 fade_distance Dist fade_power 2 } // color map #declare M_Wood18B = colour_map { [0.00 0.25 color rgbf < 0.50, 0.26, 0.12, 0.10> color rgbf < 0.54, 0.29, 0.13, 0.20>] [0.25 0.40 color rgbf < 0.54, 0.29, 0.13, 0.20> color rgbf < 0.55, 0.28, 0.10, 0.70>] [0.40 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 0.98 color rgbf < 0.56, 0.29, 0.17, 0.70> color rgbf < 0.54, 0.29, 0.13, 0.20>] [0.98 1.00 color rgbf < 0.54, 0.29, 0.13, 0.20> color rgbf < 0.50, 0.26, 0.12, 0.10>] } #declare Floor_Texture = texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}} texture { pigment { P_WoodGrain12A color_map { M_Wood18B }}} texture { pigment { P_WoodGrain12B color_map { M_Wood18B }} finish { reflection 0.25 } } // floor plane #declare Floor = plane { y,0 texture { pigment { crackle scale 1.5 turbulence 0.6 color_map { M_Wood18B } // end of color_map scale 2.2 } scale 1.1 rotate y*90 rotate <10, 0, 15> translate <0, -5, 0> } // end of texture ----------------------- translate <0, -5, 0> } // red colored sphere in the center of each main object #declare sph1 = sphere{ <0,0,0> , 0.7 texture{ pigment{ crackle scale 0.8 turbulence 0.45 color_map{ [0.08 color rgb<0,0,0>] [0.09 color rgb<1,1,1>] [0.10 color rgb<0,0,0>] [0.11 color rgb<1,1,1>] [0.12 color rgb<0,0,0>] [0.17 color rgb<1,1,1>] [0.18 color rgb<0,0,0>] [0.32 color rgb<0,0,0>] [0.32 color rgb<1,0.1,0>] [0.75 color rgb<1.0,0,0>] [1.00 color rgb<1.0,0.7,0>] } // end of color_map scale 0.2 } // end of pigment normal { bumps 0.3 scale 0.06} finish { diffuse 0.7 phong 0.7} rotate<0,-30,0> translate<0.01, 0.04, 0.00> } // end of texture ----------------------- } // end of sphere ------------------------------- // the subspheres #declare sph2 = sphere { <0, 0, 0>, 1.0 texture { T_Glass2 } interior {I_Glass caustics 1} } #declare sph2diff = sphere { <0, 0, 0>, 0.8 texture { T_Glass2 } interior {I_Glass caustics 1} } #declare sph3 = sphere { <0, 0, 0>, 1.2 texture { T_Glass2 } interior {I_Glass caustics 1} } #declare sph3diff = sphere { <0, 0, 0>, 1.1 texture { T_Glass2 } interior {I_Glass caustics 1} } // the red core-sphere (sph1) and 2 hollow glass-spheres around (sph2/sph3) #declare kugel = object { union{ difference { object{sph3} object{sph3diff} } difference { object{sph2} object{sph2diff} } object{sph1} } } // the four main objects object { kugel scale<1,1,1> rotate<0,0,0> translate<0,0, 0> } object { kugel scale<0.4,0.4,0.4> rotate<0,0,0> translate<0.8,0.4, -2.0> } object { kugel scale<0.2,0.2,0.2> rotate<0,0,0> translate<1.1,-0.7, -2.0> } object { kugel scale<5.0,5.0,5.0> rotate<0,0,0> translate<-8.7,0,8> }