// Hans-Jakob Schwer // povray 3.6 scenefile //#include "colors.pov" #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "metals.inc" #include "glass.inc" #include "woods.inc" global_settings {max_trace_level 14} camera { location <-7, -1, +5> // direction <0, 0, 2.25> // right x*1.33 look_at <0,0,0> } // Uncomment the area lights only if you've got lots of time. #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 1 // jitter } light_source {< 50, 50, -4> color Blue fade_distance Dist fade_power 2 // area_light <-20, 0, -20>, <20, 0, 20>, 3, 3 // adaptive 1 // jitter } //light_source {< 0, 100, 0> color Gray30 // fade_distance Dist fade_power 2 // area_light <-30, 0, -30>, <30, 0, 30>, 3, 3 // adaptive 1 // jitter //} #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 } } #declare Floor = plane { y,0 texture { pigment { crackle scale 1.5 turbulence 0.6 color_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>] } // end of color_map scale 2.2 } // end of pigment // normal // { // bumps 0.5 scale 0.02 // } // finish // { // diffuse 0.8 phong 0.9 // } scale 1.1 rotate y*90 rotate <10, 0, 15> translate <0, -5, 0> } // end of texture ----------------------- translate <0, -10, 0> } #macro rek2(stufe, x_, y_, z_, x2_, y2_, z2_,ori) object { // #local mode = 0; // mode = stufe % 2; // #if(mod(stufe,2) = 0) #union { box { , texture{ /*Floor_Texture*/T_Glass2 } interior {I_Glass caustics 1} } } /* #else #union { box { , texture{ xtex2 } interior {I_Glass caustics 1} } // rek2(stufe-1, x_, y_, z_, x2_, y2_, z2_) }*/ //#end } #if(stufe > 0) #local dx = x2_ - x_; #local dy = y2_ - y_; #local dz = z2_ - z_; #local dxv = dx * 0.1; #local dyv = dy * 0.1; #local dzv = dz * 0.1; #if(ori = 0) rek2(stufe-1, x_+dxv, y_-dy, z_+dzv, x2_-dxv, y2_-dy, z2_-dzv,0) #end #if(ori = 1) rek2(stufe-1, x_+dxv, y_+dy, z_+dzv, x2_-dxv, y2_+dy, z2_-dzv,1) #end #end #end /* object { #union { rek(5,0,0,0,3,0) } } */ object { #union { rek2(25,3,0.1,3,-3,-0.1,-3,0) rek2(25,3,0.1,3,-3,-0.1,-3,1) } } //object object { Floor } /* 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> } */ // object{Floor}