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// Insert menu illustration scene "Metals.pov"
// Author: Friedrich A. Lohmueller, March-2013
#version 3.7;
global_settings{ assumed_gamma 1.0 }
//--------------------------------------------------------------------------
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
//------------------------------------
#declare In_Path1 = "E0 - Textures and Materials/35 - Metals/"
// #declare Typ = 35 ; // for tests
#switch (Typ) //----------------------------------------------------------
// In_Path1
#case(1) #declare Txt_Path="01 - Rust.txt" #break
#case(2) #declare Txt_Path="02 - Rusty_Iron.txt" #break
#case(3) #declare Txt_Path="03 - Brass_Valley.txt" #break
#case(4) #declare Txt_Path="04 - Silver1.txt" #break
#case(5) #declare Txt_Path="05 - Silver2.txt" #break
#case(6) #declare Txt_Path="06 - Gold_Metal.txt" #break
#case(7) #declare Txt_Path="07 - Copper_Metal.txt" #break
#case(8) #declare Txt_Path="08 - New_Brass.txt" #break
#case(9) #declare Txt_Path="09 - Polished_Brass.txt" #break
#case(10) #declare Txt_Path="10 - Brass_Metal.txt" #break
#case(11) #declare Txt_Path="11 - Bronze_Metal.txt" #break
#case(12) #declare Txt_Path="12 - Spun_Brass.txt" #break
#case(13) #declare Txt_Path="13 - Brass_Valley.txt" #break
#case(14) #declare Txt_Path="14 - Brushed_Aluminum.txt" #break
#case(15) #declare Txt_Path="15 - Silver_Metal.txt" #break
#case(16) #declare Txt_Path="16 - Chrome_Metal.txt" #break
#case(17) #declare Txt_Path="17 - Polished_Chrome.txt" #break
#case(18) #declare Txt_Path="18 - Polished_Chrome red.txt" #break
#case(19) #declare Txt_Path="19 - Polished_Chrome violet.txt" #break
#case(20) #declare Txt_Path="32 - T_Copper_1A.txt" #break
#case(21) #declare Txt_Path="32 - T_Copper_2A.txt" #break
#case(22) #declare Txt_Path="32 - T_Copper_3A.txt" #break
#case(23) #declare Txt_Path="32 - T_Copper_4A.txt" #break
#case(24) #declare Txt_Path="32 - T_Copper_5A.txt" #break
#case(25) #declare Txt_Path="32 - T_Copper_5C.txt" #break
#case(26) #declare Txt_Path="32 - T_Copper_5E.txt" #break
#case(27) #declare Txt_Path="34 - T_Silver_1A.txt" #break
#case(28) #declare Txt_Path="34 - T_Silver_3A.txt" #break
#case(29) #declare Txt_Path="34 - T_Silver_5A.txt" #break
#case(30) #declare Txt_Path="36 - T_Chrome_1A.txt" #break
#case(31) #declare Txt_Path="36 - T_Chrome_3A.txt" #break
#case(32) #declare Txt_Path="36 - T_Chrome_5A.txt" #break
#case(33) #declare Txt_Path="36 - T_Chrome_5C.txt" #break
#case(34) #declare Txt_Path="36 - T_Chrome_5E.txt" #break
#case(35) #declare Txt_Path="37 - T_Gold_1A.txt" #break
#case(36) #declare Txt_Path="37 - T_Gold_1C.txt" #break
#case(37) #declare Txt_Path="37 - T_Gold_1E.txt" #break
#case(38) #declare Txt_Path="37 - T_Gold_2A.txt" #break
#case(39) #declare Txt_Path="37 - T_Gold_3A.txt" #break
#case(40) #declare Txt_Path="37 - T_Gold_4A.txt" #break
#case(41) #declare Txt_Path="37 - T_Gold_5A.txt" #break
#case(42) #declare Txt_Path="37 - T_Gold_5C.txt" #break
#case(43) #declare Txt_Path="37 - T_Gold_5E.txt" #break
//#case(50) #declare Txt_Path=".txt" #break
#end // of '#switch (Typ)' ------------------------------------------------
//-------------------------------------------------------------------------
#macro Base_Shape1( Tex ) // left box, right sphere
union{
object{ Round_Box( <-0.5,-0.5,-0.5>,<0.5,0.5,0.5>, 0.1, 0) texture{Tex}
scale 1.1 rotate<0,10,0> translate<-0.4 ,0.9,-0.8> }
// box{<-0.3,-1.9/2,0>,<0.3,1.9/2,7> rotate<0, 0,0> texture{Tex} translate<-0.95 ,0.1+1.9/2,-0.8> }
sphere{<0,0,0>,1.1 texture{Tex} translate<0.55,1.2,0> }
translate<0,0,-0.35>
}//
#end // macro
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
#if ( (Typ >=1) & (Typ <=43)) //
#default{ finish{ ambient 0.1 diffuse 0.9 }}
#include "metals.inc"
camera { angle 75 // front view
location <0.0 , 1.0 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
light_source{< 2500,2000,-2500> color White}
// sky
plane{<0,1,0>,1 hollow
texture{ pigment{ bozo turbulence 0.92
color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9]
[0.50 rgb <0.20, 0.20, 1.0>*0.9]
[0.70 rgb <1,1,1>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate< 0,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// fog on the ground -------------------------
fog { fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 1.5
turbulence 1.8
}
// ground ------------------------------------
plane { <0,1,0>, 0
texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 }
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//plane{ <0,1,0>, 0.001 texture{ pigment{ color rgb<0.55,0.45,0.43>*0.3} finish { phong 0.1} } }
#end //--------------------------------------------------------------------
//-------------------------------------------------------------------------
#if ( (Typ>=1) & (Typ<=43) ) //
object{ Base_Shape1( #include concat(In_Path1,Txt_Path) ) translate<0,0,-0.00> }
#end //----------
//-------------------------------------------------------------------------
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