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Cube.Pillar_new.pov

Apr 11th, 2020
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  1.  
  2. #version 3.8;
  3.  
  4. // *********************************************************************************
  5. // ********************************** H E A D E R **********************************
  6. // *********************************************************************************
  7. global_settings
  8. {
  9.     photons
  10.     {
  11.         //spacing 0.11                 // specify the density of photons
  12.         spacing 0.55
  13.         count 2500                  // alternatively use a total number of photons
  14.    
  15.         //gather min, max            // amount of photons gathered during render [20, 100]
  16.         //media max_steps [,factor]  // media photons
  17.         //jitter 1.0                 // jitter phor photon rays
  18.     }
  19.     adc_bailout 0.003922
  20.     //ambient_light <2.0,2.0,2.0>
  21.     //ambient_light <3.0,3.0,3.0>
  22.     assumed_gamma 2.2
  23.     irid_wavelength <0.247059,0.176471,0.137255>
  24.     max_trace_level 30
  25.     number_of_waves 10
  26. }
  27.  
  28. background { color <0.3,0.6,1.0> }
  29.  
  30. // ** Flynn Includes **
  31.  
  32. // ==== Standard POV-Ray Includes ====
  33. #include "colors.inc"     // Standard Color definitions
  34. #include "textures.inc"   // Standard Texture definitions
  35. #include "functions.inc"  // internal functions usable in user defined functions
  36.  
  37. // ==== Additional Includes ====
  38. // Don't put all of the following includes in one, it'll cost memory and time to parse
  39. #include "arrays.inc"     // macros for manipulating arrays
  40. #include "chars.inc"      // A complete library of character objects
  41. #include "consts.inc"     // Various constants and alias definitions
  42. #include "debug.inc"      // contains various macros for debugging scene files
  43. #include "logo.inc"       // The official POV-Ray Logo in various forms
  44. #include "math.inc"       // general math functions and macros
  45. #include "rad_def.inc"    // Some common radiosity settings
  46. #include "rand.inc"       // macros for generating random numbers
  47. #include "shapes.inc"     // macros for generating various shapes
  48. #include "shapes2.inc"    // some not built in basic shapes
  49. #include "shapesq.inc"    // Pre-defined quartic shapes
  50. #include "skies.inc"      // Ready defined sky spheres
  51. #include "stars.inc"      // Some star fields
  52. #include "strings.inc"    // macros for generating and manipulating text strings
  53. #include "sunpos.inc"     // macro for sun position on a given date, time, and location on earth
  54. #include "transforms.inc" // transformation macros
  55.  
  56. // --- textures ---
  57. #include "finish.inc"     // Some basic finishes
  58. #include "glass.inc"      // Glass textures/interiors
  59. #include "golds.inc"      // Gold textures
  60. #include "metals.inc"     // Metallic pigments, finishes, and textures
  61. #include "stones.inc"     // Binding include-file for STONES1 and STONES2
  62. #include "stones1.inc"    // Great stone-textures
  63. #include "stones2.inc"
  64. #include "woodmaps.inc"   // Basic wooden colormaps
  65. #include "woods.inc"      // Great wooden textures
  66.  
  67.  
  68. #debug concat("\nScene: Cube.Pillar_new.pov - Time: ", datetime(now), "\n\n")
  69.  
  70. // ** Create cool RandomNumbers **
  71. #declare Now = now * (24*60*60) * 100;
  72. #declare XR_Seed = substr(str(Now,2,-2),10,2);
  73. #declare iCount = 20;
  74. #while (iCount > 0) // delay-loop
  75.     #declare iCount = iCount -0.00002;
  76. #end
  77.  
  78. #declare Now = now * (24*60*60) * 100;
  79. #debug concat("Now: ", substr(str(Now,2,-2),0,13), "\n")
  80. #declare YG_Seed = substr(str(Now,2,-2),10,2);
  81. #declare iCount = 20;
  82. #while (iCount > 0) // delay-loop
  83.     #declare iCount = iCount -0.00002;
  84. #end
  85.  
  86. #declare Now = now * (24*60*60) * 100;
  87. #debug concat("Now: ", substr(str(Now,2,-2),0,13), "\n\n")
  88. #declare ZB_Seed = substr(str(Now,2,-2),10,2);
  89. #debug concat("XR_Seed: ", XR_Seed, ", YG_Seed: ", YG_Seed, ", ZB_Seed: ", ZB_Seed, "\n\n")
  90.  
  91.  
  92.  
  93. // *** Camera & Lights ***
  94. camera
  95. {
  96.     //location <-400, 150, 10>
  97.     location <-800, 500, 10> // Länge, Höhe, Breite
  98.     rotate <90,0,22.5>      
  99.     look_at <500, 0, 0>
  100. }
  101.  
  102. light_source
  103. {
  104.     <-90, 120, 30>, <6.0,6.0,6.0>     // 2.0, 2.0, 2.0
  105.     //translate  <0.2, -0.1, 7.7>
  106. }
  107.  
  108. light_source
  109. {
  110.     <90, -120,30>, <6.0,6.0,6.0>
  111.     //translate  <0.2, -0.1, 30.7>
  112. }
  113.  
  114. // *** Materials ***
  115. #declare T_Solid_Color =
  116.    material  // T Solid Color
  117.    {  
  118.       texture
  119.       {      
  120.          pigment
  121.          {
  122.             color rgb <0.8, 0.5, 0.2>
  123.          }      
  124.          finish
  125.          {
  126.             emission 0.15
  127.             specular 0.7266
  128.             roughness 0.006139
  129.          }
  130.       }
  131.    }
  132.    
  133. #declare BillyCat_Taupe =
  134.    material  // DMFDarkOak
  135.    {  
  136.       texture
  137.       {      
  138.          pigment
  139.          {
  140.             wood
  141.             color_map // 119, 148, 167
  142.             {
  143.                
  144.                [ 0.0     rgbft <0.47, 0.58, 0.66, 0.0, 0.0> ]      
  145.                [ 0.1     rgbft <0.47, 0.58, 0.66, 0.0, 0.0> ]
  146.                [ 0.9     rgbft <0.24, 0.29, 0.33, 0.0, 0.0> ]
  147.                [ 1.0     rgbft <0.24, 0.29, 0.33, 0.0, 0.0> ]
  148.             }
  149.             turbulence 0.04
  150.             octaves 3
  151.             ramp_wave
  152.             scale  <0.2, 0.2, 1.0>
  153.          }
  154.       }
  155.    }
  156.  
  157. // ** Functions **
  158.  
  159.  
  160.  
  161. // ** Geometry **
  162.  
  163. // ****************************
  164. // ** The BOX Detail - Begin **
  165. // ****************************
  166.  
  167. #declare Quadrat0 = union { // Quadrat
  168.   box { // Seite01
  169.     <-1, -1, -1>, <1, 1, 1>
  170.     scale <0.2, 0.2, 4.0>
  171.     translate  -0.1*x
  172.   }
  173.   box { // Seite02
  174.     <-1, -1, -1>, <1, 1, 1>
  175.     scale <0.2, 0.2, 4.0>
  176.     rotate 90.0*y
  177.     translate  <3.7, 0.0, 3.8>
  178.   }
  179.   box { // Seite03
  180.     <-1, -1, -1>, <1, 1, 1>
  181.     scale <0.2, 0.2, 4.0>
  182.     rotate <180.0, 0.0, 180.0>
  183.     translate  7.5*x
  184.   }
  185.   box { // Seite04
  186.     <-1, -1, -1>, <1, 1, 1>
  187.     scale <0.2, 0.2, 4.0>
  188.     rotate <180.0, -90.0, -180.0>
  189.     translate  <3.7, 0.0, -3.8>
  190.   }
  191.   //object { Quadrat1 }
  192.   texture {
  193.     Chrome_Metal
  194.   }
  195.   translate  0.1*y
  196. }
  197.  
  198. #declare Quadrat1 = union
  199. {
  200.   box { // Seite05
  201.     <-1, -1, -1>, <1, 1, 1>
  202.     scale <0.2, 0.2, 4.0>
  203.     translate  -0.1*x
  204.   }
  205.   box { // Seite06
  206.     <-1, -1, -1>, <1, 1, 1>
  207.     scale <0.2, 0.2, 4.0>
  208.     rotate 90.0*y
  209.     translate  <3.7, 0.0, 3.8>
  210.   }
  211.   box { // Seite07
  212.     <-1, -1, -1>, <1, 1, 1>
  213.     scale <0.2, 0.2, 4.0>
  214.     rotate <180.0, 0.0, 180.0>
  215.     translate  7.5*x
  216.   }
  217.   box { // Seite08
  218.     <-1, -1, -1>, <1, 1, 1>
  219.     scale <0.2, 0.2, 4.0>
  220.     rotate <180.0, -90.0, -180.0>
  221.     translate  <3.7, 0.0, -3.8>
  222.   }
  223.   texture {
  224.     Chrome_Metal
  225.   }
  226.   rotate -90.0*z
  227. }
  228.  
  229. #declare Quadrat2 = union { // Quadrat2
  230.   box { // Seite09
  231.     <-1, -1, -1>, <1, 1, 1>
  232.     scale <0.2, 0.2, 4.0>
  233.     translate  -0.1*x
  234.   }
  235.   box { // Seite10
  236.     <-1, -1, -1>, <1, 1, 1>
  237.     scale <0.2, 0.2, 4.0>
  238.     rotate 90.0*y
  239.     translate  <3.7, 0.0, 3.8>
  240.   }
  241.   box { // Seite11
  242.     <-1, -1, -1>, <1, 1, 1>
  243.     scale <0.2, 0.2, 4.0>
  244.     rotate <180.0, 0.0, 180.0>
  245.     translate  7.5*x
  246.   }
  247.   box { // Seite12
  248.     <-1, -1, -1>, <1, 1, 1>
  249.     scale <0.2, 0.2, 4.0>
  250.     rotate <180.0, -90.0, -180.0>
  251.     translate  <3.7, 0.0, -3.8>
  252.   }
  253.   texture {
  254.     Chrome_Metal
  255.   }
  256.   rotate -180.0*z
  257.   translate  <7.5, -7.5, 0.0>
  258. }
  259.  
  260. #declare Quadrat3 = union { // Quadrat3
  261.   box { // Seite13
  262.     <-1, -1, -1>, <1, 1, 1>
  263.     scale <0.2, 0.2, 4.0>
  264.     translate  -0.1*x
  265.   }
  266.   box { // Seite14
  267.     <-1, -1, -1>, <1, 1, 1>
  268.     scale <0.2, 0.2, 4.0>
  269.     rotate 90.0*y
  270.     translate  <3.7, 0.0, 3.8>
  271.   }
  272.   box { // Seite15
  273.     <-1, -1, -1>, <1, 1, 1>
  274.     scale <0.2, 0.2, 4.0>
  275.     rotate <180.0, 0.0, 180.0>
  276.     translate  7.5*x
  277.   }
  278.   box { // Seite16
  279.     <-1, -1, -1>, <1, 1, 1>
  280.     scale <0.2, 0.2, 4.0>
  281.     rotate <180.0, -90.0, -180.0>
  282.     translate  <3.7, 0.0, -3.8>
  283.   }
  284.   texture {
  285.     Chrome_Metal
  286.   }
  287.   rotate 90.0*z
  288.   translate  <7.5, -7.5, 0.0>
  289. }
  290.  
  291. // ** Glas-Flächen **
  292. #declare Object_Glas_00 = box { // Glas_01
  293.     <-1, -1, -1>, <1, 1, 1>
  294.     texture {
  295.       Orange_Glass
  296.     }
  297.     scale <3.6, -0.1, 3.7>
  298.     translate  3.7*x
  299.   }
  300.  
  301. #declare Object_Glas_01 = box { // Glas_02
  302.     <-1, -1, -1>, <1, 1, 1>
  303.     texture {
  304.       Orange_Glass
  305.     }
  306.     scale <3.6, -0.1, 3.7>
  307.     translate  <3.7, -7.5, -0.1>
  308.   }
  309. #declare Object_Glas_02 = box { // Glas_03
  310.     <-1, -1, -1>, <1, 1, 1>
  311.     texture {
  312.       Orange_Glass
  313.     }
  314.     scale <3.6, -0.1, 3.7>
  315.     rotate -90.0*x
  316.     translate  <3.7, -3.9, 3.8>
  317.   }
  318. #declare Object_Glas_03 = box { // Glas_04
  319.     <-1, -1, -1>, <1, 1, 1>
  320.     texture {
  321.       Orange_Glass
  322.     }
  323.     scale <3.6, -0.1, 3.7>
  324.     rotate <-90.0, -90.0, 0.0>
  325.     translate  <7.6, -3.9, 0.1>
  326.   }
  327. #declare Object_Glas_04 = box { // Glas_05
  328.     <-1, -1, -1>, <1, 1, 1>
  329.     texture {
  330.       Orange_Glass
  331.     }
  332.     scale <3.6, -0.1, 3.7>
  333.     rotate <90.0, 0.0, -90.0>
  334.     translate  <3.9, -3.7, -3.8>
  335.   }
  336. #declare Object_Glas_05 = box
  337. { // Glas_06
  338.     <-1, -1, -1>, <1, 1, 1>
  339.     texture
  340.     {
  341.       Orange_Glass
  342.     }
  343.     scale <3.6, -0.1, 3.7>
  344.     rotate <90.0, 90.0, 0.0>
  345.     translate  <0.1, -3.8, 0.1>
  346. }
  347.  
  348. // ****************************
  349. // ** The BOX Detail - END   **
  350. // ****************************
  351.  
  352.  
  353. // ** The Box Union to a Quader **
  354.  
  355. #declare Quader_Scale = 1.5;
  356.  
  357. #declare Object_Quader = union
  358. {
  359.     object { Quadrat0 }
  360.     object { Quadrat1 }
  361.     object { Quadrat2 }
  362.     object { Quadrat3 }
  363.     /*
  364.     object { Object_Glas_00 }
  365.     object { Object_Glas_01 }
  366.     object { Object_Glas_02 }
  367.     object { Object_Glas_03 }
  368.     object { Object_Glas_04 }
  369.     object { Object_Glas_05 }
  370.     */
  371.  
  372.     scale <Quader_Scale, Quader_Scale, Quader_Scale>
  373. }
  374.  
  375.  
  376. plane
  377. {
  378.   //< 0, 30,0 >,0
  379.   z,0
  380.   material
  381.   {
  382.     BillyCat_Taupe
  383.   }
  384.   //rotate <0, -1.5 ,0>
  385.   rotate <0, 0 ,0>
  386. }
  387.  
  388.  
  389. #declare XR = seed(val(XR_Seed));
  390. #declare YG = seed(val(YG_Seed));
  391. #declare ZB = seed(val(ZB_Seed));
  392.  
  393. #declare Count_out = 0;
  394. #declare Count_out_max = 1000;   // 125;
  395. #declare Count_out_step = 10;
  396.  
  397. // ** Loop Out **
  398. #while (Count_out < Count_out_max)    
  399.    
  400.     #declare Count_in = 0;
  401.     #declare Count_in_max =  20;
  402.     #declare Count_in_step = 2;
  403.    
  404.     #declare fRed = rand(XR) * 1.0;
  405.     #declare fGrn = rand(YG) * 1.0;
  406.     #declare fBlu = rand(ZB) * 1.0;
  407.     #declare myColor = color rgb<fRed,fGrn,fBlu>;
  408.    
  409.     #declare Translate_X = 0.2;
  410.     #declare Translate_Y = 3;
  411.     #declare Translate_Z = 3;
  412.  
  413. // ** Loop In **
  414.     #while (Count_in < Count_in_max)
  415.    
  416.             #declare Translate_X = 100 * sin(Count_in) - (10 * rand(XR) - 10) ;  // - 100 * ;
  417.             //#declare Translate_Y = 400 * rand(YG)- 150;  // - 1000;
  418.             #declare Translate_Y = 100 * cos(Count_in) - (10 * rand(YG) - 100);  //  100 * ;
  419.             //#declare Translate_Z = 120 * rand(ZB) - 100;  // - 1000;
  420.             #declare Translate_Z = Count_out;  // 400
  421.            
  422.             #declare Rot_X = rand(XR) * 180;
  423.             #declare Rot_Y = rand(YG) * 180;
  424.             #declare Rot_Z = rand(ZB) * 180;
  425.        
  426.             // *** Random-Rotation for each Torus ***
  427.             #declare Scale_X = rand(XR) * 10;
  428.             #declare Scale_Y = rand(YG) * 10;
  429.             #declare Scale_Z = rand(ZB) * 10;
  430.    
  431.             object
  432.             {
  433.                 Object_Quader
  434.                 //Object_Box
  435.                 //rotate <-65, -9, 85>
  436.                 //rotate <Rot_X, Rot_Y, Rot_Z>
  437.                 //scale <Scale_X, Scale_Y, Scale_Z>
  438.                 //translate <X1, Y1, Z1>
  439.                
  440.                 material  // Glass2
  441.                 {  
  442.                     texture
  443.                     {      
  444.                         pigment
  445.                         {
  446.                             rgbf <fRed,fGrn,fBlu,0.8>
  447.                         }      
  448.                         finish
  449.                         {
  450.                             //emission 0.0
  451.                             emission 0.4
  452.                             diffuse 0.0
  453.                             phong 0.3
  454.                             phong_size 60.0
  455.                             reflection
  456.                             {
  457.                                0.5 , 0.5
  458.                                fresnel  off
  459.                                falloff  1.0
  460.                                exponent 1.0
  461.                                metallic 0.0
  462.                             }
  463.                         }
  464.                     }  
  465.                     interior
  466.                     {
  467.                        ior 1.5
  468.                     }
  469.                 }
  470.                 translate <Translate_X, Translate_Y, Translate_Z>
  471.            }
  472.         //#declare Y1 = Y1 + 10;
  473.         #declare Count_in = Count_in + 1;
  474.         #debug concat("      Translate_X: ", str(Translate_X,3,1),", Translate_Y: ", str(Translate_Y,3,1),", Translate_Z: ", str(Translate_Z,3,1),"\n")
  475.  
  476.     #end
  477.    
  478.     #debug concat("\n", "   End of Count_in ", "\n\n")
  479.     #declare Count_out = Count_out + Count_out_step;
  480.    
  481. #end    
  482. #debug concat("\n", "End of Count_out ","\n")
  483.  
  484. // *********************************************************************************
  485. // ********************************** F O O T E R **********************************
  486. // *********************************************************************************
  487.  
  488.  
  489. #debug concat("\n" ,"ParsingEnde Cube.Pillar_new.pov - Time: ", datetime(now), "\n\n")
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