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// Persistence Of Vision Ray Tracer Include File
// File: Lemon.inc
// Vers: 3.5
// Desc: Object for Grenadine.pov
// Date: 1999/06/04
// Auth: ingo
//
#version 3.5;
#declare SS=seed(7);
#declare R_uit= 3;
#declare R_in=2.9;
#declare Ring = difference {
cylinder {< 0 , 0, 0>, <1 , 0, 0>, R_uit}
cylinder {<-0.1, 0, 0>, <1.1, 0, 0>, R_in}
}
#declare R2_uit= 0.8;
#declare R2_in=0.7;
#declare Ring2 = difference {
cylinder {< 0 , 0, 0>, < 1 , 0, 0>, R2_uit}
cylinder {<-0.1, 0, 0>, < 1.1, 0, 0>, R2_in}
}
#declare LemonOut= intersection {
merge {
difference {
merge {
object {Ring translate < 0.01, 0, (R_uit+R_in)/2>}
object {Ring translate <-1.01, 0,-(R_uit+R_in)/2>}
}
box {<-1.1, 0.1,-1>, <1.1, 2, 1>}
}
difference {
box {<-1, 0,-(R_uit-R_in)/2>, < 1, 1.1, (R_uit-R_in)/2>}
box {
<-2.5, 0,-1>, <2.5, 2, 1>
translate <0, 0.5, 0>
rotate <0, 0,-20>
}
}
difference{
object {
Ring2
translate <-0.5, 0, 0>
scale <2.2, 1, 1>
translate < 0, 0, (R2_uit+R2_in)/2>
}
box {<-2.1, 0,-1>,<2.1,-3, 1>}
translate <0, 0.499999, 0>
rotate <0, 0,-20>
}
}
merge {
cylinder {<0, 0,-0.5>, <0, 0, 0.5>, 0.8}
torus {0.8, 0.2 scale <1, 1.1, 1> rotate <90, 0, 0>}
}
}
#declare BS1= array[24] {
< 24.8, 49.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 9.4>
< 0.1, 9.4>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8>
<-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4>
<-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9>
< 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7>
< 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 49.8>
}
#declare BS2= array[24] {
< 24.8, 55.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 15.0>
< 0.1, 15.0>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8>
<-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4>
<-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9>
< 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7>
< 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 55.8>
}
#declare BS3= array[24] {
< 23.0, 49.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 6.0>
< 0.1, 6.0>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8>
<-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4>
<-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9>
< 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7>
< 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 85.0>, < 23.0, 49.8>
}
#declare BS4= array[24] {
< 24.8, 49.8>, < 13.0, 31.4>, < 4.0, 11.8>, < 0.1, 9.0>
< 0.1, 9.0>, <- 7.4, 13.7>, <-12.5, 30.4>, <-21.1, 49.8>
<-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-21.2, 91.4>
<-21.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9>
< 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7>
< 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 49.8>
}
#declare J=0;
#declare Part1= prism {
bezier_spline
-0.5, 0.5, 24,
#while (J<24)
#declare P= BS1[J];
P
#declare J=J+1;
#end
scale < 0.0095, 1, 0.0095>
}
#declare J=0;
#declare Part2= prism {
bezier_spline
-0.5, 0.5, 24,
#while (J<24)
#declare P= BS2[J];
P
#declare J=J+1;
#end
scale < 0.0095, 1, 0.0095>
}
#declare J=0;
#declare Part3= prism {
bezier_spline
-0.5, 0.5, 24,
#while (J<24)
#declare P= BS3[J];
P
#declare J=J+1;
#end
scale < 0.0095, 1, 0.0095>
}
#declare J=0;
#declare Part4= prism {
bezier_spline
-0.5, 0.5, 24,
#while (J<24)
#declare P= BS4[J];
P
#declare J=J+1;
#end
scale < 0.0095, 1, 0.0095>
}
#declare LemonTex= texture {
pigment {
granite
scale <0.2,5,1>
colour_map {
[0.4 rgbf <1,0.65,0,0.4>]
[0.6 rgbf <1,0.8,0,0.4>]
[0.7 rgbf <1,0.9,0,0.6>]
[0.9 rgb <1,0.7,0>*1.5 ]
}
}
normal {granite -0.1 turbulence 0.3 scale <0.2,5,1>}
finish {
specular .9
roughness 0.01
}
}
#declare Parts= union {
object {Part1 }
object {Part2 rotate <0, 360/7 ,0>}
object {Part3 rotate <0,2*(360/7),0>}
object {Part4 rotate <0,3*(360/7),0>}
object {Part1 rotate <0,4*(360/7),0>}
object {Part2 rotate <0,5*(360/7),0>}
object {Part3 rotate <0,6*(360/7),0>}
rotate <90,0,0>
}
#declare LemonSlice = union {
intersection {
object {LemonOut}
object {Part1 rotate <90,0,0>}
texture {LemonTex rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part2 rotate <0,360/7,0> rotate <90,0,0>}
texture {LemonTex rotate <0,360/7,0> rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part3 rotate <0,2*(360/7),0> rotate <90,0,0>}
texture {LemonTex rotate <0,2*(360/7),0> rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part4 rotate <0,3*(360/7),0> rotate <90,0,0>}
texture {LemonTex rotate <0,3*(360/7),0> rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part1 rotate <0,4*(360/7),0> rotate <90,0,0>}
texture {LemonTex rotate <0,4*(360/7),0> rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part2 rotate <0,5*(360/7),0> rotate <90,0,0>}
texture {LemonTex rotate <0,5*(360/7),0> rotate <90,0,0> translate rand(SS)*5}
}
intersection {
object {LemonOut}
object {Part3 rotate <0,6*(360/7),0> rotate <90,0,0>}
texture {LemonTex rotate <0,6*(360/7),0> rotate <90,0,0> translate rand(SS)*5}
}
difference { //outside
object {LemonOut}
object {Parts}
texture {
cylindrical
rotate <90,0,0>
texture_map {
[0.05, pigment {rgb <1,0.8,0>}
normal {granite .1 scale 0.1}
finish {phong 0.8 phong_size 20}
]
[0.06, pigment {rgb <1,0.9,0.7>}
normal {granite .07 scale 0.5}
]
}
}
}
}
/*
global_settings{assumed_gamma 1.0}
camera{
location <-3.0, 0.01, -3.0>
look_at <0.0, 0.0, 0.0>
angle 45
}
light_source{
<500, 550, -100>
rgb 1
}
object { LemonSlice}
*/
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