Lot's of changes:

Added scenes raumhafen, sol-im-leerraum and sol-ortho.
Added engine jets to ringwulst (for "sol-im-leerraum").
Added parameter to make Ringwulst simple (don't remember what for).
Added lots of semicolons for Povray 3.5 beta.
This commit is contained in:
hjp 2002-02-17 21:29:18 +00:00
parent ff224d9e92
commit 6e24b0fd21
10 changed files with 526 additions and 85 deletions

View File

@ -3,14 +3,21 @@ include GNUmakevars
all: \
sol-im-leerraum.ppm \
raumhafen.ppm \
people.ppm \
test-mittelstueck.ppm \
test-sz.ppm \
test-sol.ppm \
test-mensch.ppm \
exodus.ppm \
sol-ortho.ppm
%.jpg: %.ppm
cjpeg $< > $@
%.ppm: %.pov
$(POVRAY) +L$(POVINC) +V -I$< +FP
@ -28,7 +35,19 @@ test-sol.ppm: test-sol.pov sol.pov sz.pov mittelstueck.pov \
test-mensch.ppm: test-mensch.pov mensch.pov
exodus.ppm: exodus.pov sol.pov sz.pov mittelstueck.pov \
ynkelonium_texture.pov Triebwerk.pov mensch.pov
ynkelonium_texture.pov Triebwerk.pov mensch.pov ringwulst.pov
$(POVRAY) +L$(POVINC) +V -I$< +FP +W600 +H800
raumhafen.ppm: raumhafen.pov
$(POVRAY) +L$(POVINC) +V -I$< +FP +W600 +H800
sol-im-leerraum.ppm: sol-im-leerraum.pov sol.pov sz.pov mittelstueck.pov \
ynkelonium_texture.pov Triebwerk.pov ringwulst.pov
$(POVRAY) +L$(POVINC) +V -I$< +FP
sol-ortho.ppm: sol-ortho.pov sol.pov sz.pov mittelstueck.pov \
ynkelonium_texture.pov Triebwerk.pov
%.gif: %.ppm
ppmquant 256 $< | ppmtogif > $@

View File

@ -6,7 +6,10 @@
global_settings {
assumed_gamma 1.0
ambient_light rgb<0.5, 0.5, 0.5>
//ambient_light rgb<0.5, 0.5, 0.5>
ambient_light rgb<0, 0, 0>
radiosity {}
max_intersections 128
}
background { color rgb<0.2, 0.4, 0.8> }
light_source {
@ -15,6 +18,8 @@ light_source {
}
camera {
up <0, 4/3, 0>
right <1, 0, 0>
location <6000, 1.65, 10>
look_at <0, 2500, -1000> //ok
//look_at <6000, 1.65, 0>
@ -28,43 +33,79 @@ object {
translate <0, 3300, 0>
}
#declare i = 3000
#declare rand1 = seed(0)
#include "bmpeople.inc"
#include "lft.cdf"
#declare i = 5900;
#declare rand1 = seed(0);
#while (i < 6000)
#declare Mensch_Schritt = rand(rand1) * 30 - 15
#declare Mensch_Farbe_Jacke =
color <rand(rand1), rand(rand1), rand(rand1)>
#declare Mensch_Farbe_Hose =
color <rand(rand1), rand(rand1), rand(rand1)>
#declare Groesse = rand(rand1) * 0.2 + 0.9
#include "mensch.pov"
#debug concat ("\nMensch: ", str(i, 0, 0))
#declare Schritt = (rand(rand1) * 0.7 + 0.3) *
((rand(rand1) > 0.5) * 2 - 1);
#declare MF = int(rand(rand1) * 1.5); // Männer:Frauen = 2:1
#declare Groesse = (rand(rand1) * 0.3 + 1.7) * (1 - 0.08 * MF);
#declare BM_Neck_Rot = <-10,0,0>; // Rotation vector for the neck
#declare BM_Torso_Rot= <-10,0,0>; // Rotation vector for the Upper Torso
#declare BM_RA_S2E = <-20*Schritt,0,-8>; // Right Upperarm
#declare BM_RA_E2W = <-20*Schritt+20,0,-3>; // Right Forearm
#declare BM_RH_Rot = <0,0,0>; // Right Hand
#declare BM_LA_S2E = <20*Schritt,0,8>; // Left Upperarm
#declare BM_LA_E2W = <20*Schritt+20,0,3>; // Left Forearm
#declare BM_LH_Rot = <0,0,0>; // Left Hand
#if (Schritt >= 0)
#declare BM_RL_H2K = <30*Schritt,0,-5>; // Right Thigh
#declare BM_RL_K2A = <15*Schritt,0,0>; // Right Lower Leg
#declare BM_RF_Rot = <0,0,0>; // Right Foot
#declare BM_LL_H2K = <0,0,5>; // Left Thigh
#declare BM_LL_K2A = <-30*Schritt,0,0>; // Left Lower Leg
#declare BM_LF_Rot = <15*Schritt,0,0>; // Left Foot
#declare BM_Toe_Angle =<15,0,0>; // x = Left Foot
#else
#declare BM_LL_H2K = <30*-Schritt,0,-5>; // Right Thigh
#declare BM_LL_K2A = <15*-Schritt,0,0>; // Right Lower Leg
#declare BM_LF_Rot = <0,0,0>; // Right Foot
#declare BM_RL_H2K = <0,0,5>; // Left Thigh
#declare BM_RL_K2A = <-30*-Schritt,0,0>; // Left Lower Leg
#declare BM_RF_Rot = <15*-Schritt,0,0>; // Left Foot
#declare BM_Toe_Angle =<0,0,15*-Schritt>; // x = Left Foot
#end
#declare BM_Hair_On = 1;
#declare BM_Hair_Rot = <0,0,0>;
#declare BM_Hair_Arch = 0;
#declare BM_Hair_Thck = 0.20;
#declare BM_Hair_Line = 4 * rand(rand1)*2;
#declare BM_Hair_LDpth = rand(rand1) * (1-MF*0.7);
#declare BM_Hair_Wght = 0.015;
#declare BM_Hair_Hght = 1.5;
#declare BM_Hair_Length= 5 + rand(rand1)*(5 + MF*5);
#declare BM_Hair_Curl = 0.01 * rand(rand1);
#declare BM_Hair_Col = <.6,.5,.4> * rand(rand1);
Blob_Man(MF, Groesse)
object {
Mensch
scale <Groesse, Groesse, Groesse>
rotate <0, -90, 0>
BlobMan
#if (Schritt >= 0)
transform BMO_Toe_L
#else
transform BMO_Toe_R
#end
rotate <0, 90, 0>
translate <i + rand(rand1)*0.8, 0, -0.5 + rand(rand1)*1>
}
#declare i = i + 1
#declare i = i + 1;
#end
#declare i = 0
#declare rand1 = seed(0)
#while (i < 50)
#declare Mensch_Schritt = 0
#declare Mensch_Farbe_Jacke =
color <rand(rand1), rand(rand1), rand(rand1)>
#declare Mensch_Farbe_Hose =
color <rand(rand1), rand(rand1), rand(rand1)>
#include "mensch.pov"
object {
Mensch
rotate <0, -90, 0>
translate <0, i + rand(rand1)*1.8, 0>
}
#declare i = i + 3
#end
#declare i = 4000
#declare i = 4000;
#while (i < 6000)
#debug concat ("\nRoboter: ", str(i, 0, 0))
object {
@ -77,13 +118,69 @@ object {
rotate <0, 0, 0>
translate <i, 0, 5>
}
#declare i = i + 5
#declare i = i + 5;
#end
plane {
<0, 1, 0>, 0.3
<0, 1, 0>, 0.0
pigment {
checker color White*0.7, color White*0.5
color White*0.7
}
}
#declare T_Beton =
texture {
pigment {
color rgb <1, 1, 1>
}
finish {
ambient 0.6
diffuse 0.3
reflection .1
specular 0
roughness 0.1
}
}
#declare T_Fenster =
texture {
pigment {
color rgb <0.2, 0.2, 0.5>
}
finish {
ambient 0.1
diffuse 0.1
reflection .25
specular 1
roughness 0.001
}
}
#local ii = 0;
#declare rand2 = seed(1);
#while (ii < 360)
#local wm = rand(rand2)*1000;
#local wd = (wm + 20) / (100000 * pi) * 360;
#local hd = rand(rand2)*2000;
box {
<-50000, 0, 0>
<-50100, hd, wm>
texture {
quilted
control0 0
control1 1
texture_map {
[ 0.0 T_Fenster ]
[ 0.3 T_Fenster ]
[ 0.3 T_Beton ]
[ 1.0 T_Beton ]
}
scale <10, 5, 10>
}
rotate <0, ii, 0>
}
#local ii = ii + wd;
#end

View File

@ -36,13 +36,13 @@
}
}
#declare R1 = 750
#declare R2 = 400
#declare R1 = 750;
#declare R2 = 400;
#include "ringwulst.pov"
#declare Landestuetzen =
union {
#declare i = 15
#declare i = 15;
#while (i < 360)
union {
union {
@ -108,7 +108,7 @@
translate <800, -750, 0>
rotate <0, i, 0>
}
#declare i = i + 30
#declare i = i + 30;
#end
}

101
pr/sol/people.pov Normal file
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@ -0,0 +1,101 @@
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "metals.inc"
#include "stones.inc"
global_settings {
assumed_gamma 1.0
ambient_light rgb<0.5, 0.5, 0.5>
}
background { color rgb<0.2, 0.4, 0.8> }
light_source {
<86E9, 86E9, -86E9>
color White
}
camera {
location <6000, 1.65, 5>
look_at <0, 2500, -1000> //ok
//look_at <6000, 1.65, 0>
}
#include "bmpeople.inc"
#include "lft.cdf"
#declare i = 5900
#declare rand1 = seed(0)
#while (i < 6000)
#debug concat ("\nMensch: ", str(i, 0, 0))
#declare Schritt = (rand(rand1) * 0.7 + 0.3) *
((rand(rand1) > 0.5) * 2 - 1);
#declare MF = int(rand(rand1) * 1.5); // Männer:Frauen = 2:1
#declare Groesse = (rand(rand1) * 0.3 + 1.7) * (1 - 0.08 * MF);
#declare BM_Neck_Rot = <-10,0,0>; // Rotation vector for the neck
#declare BM_Torso_Rot= <-10,0,0>; // Rotation vector for the Upper Torso
#declare BM_RA_S2E = <-20*Schritt,0,-8>; // Right Upperarm
#declare BM_RA_E2W = <-20*Schritt+20,0,-3>; // Right Forearm
#declare BM_RH_Rot = <0,0,0>; // Right Hand
#declare BM_LA_S2E = <20*Schritt,0,8>; // Left Upperarm
#declare BM_LA_E2W = <20*Schritt+20,0,3>; // Left Forearm
#declare BM_LH_Rot = <0,0,0>; // Left Hand
#if (Schritt >= 0)
#declare BM_RL_H2K = <30*Schritt,0,-5>; // Right Thigh
#declare BM_RL_K2A = <15*Schritt,0,0>; // Right Lower Leg
#declare BM_RF_Rot = <0,0,0>; // Right Foot
#declare BM_LL_H2K = <0,0,5>; // Left Thigh
#declare BM_LL_K2A = <-30*Schritt,0,0>; // Left Lower Leg
#declare BM_LF_Rot = <15*Schritt,0,0>; // Left Foot
#declare BM_Toe_Angle =<15,0,0>; // x = Left Foot
#else
#declare BM_LL_H2K = <30*-Schritt,0,-5>; // Right Thigh
#declare BM_LL_K2A = <15*-Schritt,0,0>; // Right Lower Leg
#declare BM_LF_Rot = <0,0,0>; // Right Foot
#declare BM_RL_H2K = <0,0,5>; // Left Thigh
#declare BM_RL_K2A = <-30*-Schritt,0,0>; // Left Lower Leg
#declare BM_RF_Rot = <15*-Schritt,0,0>; // Left Foot
#declare BM_Toe_Angle =<0,0,15*-Schritt>; // x = Left Foot
#end
#declare BM_Hair_On = 1;
#declare BM_Hair_Rot = <0,0,0>;
#declare BM_Hair_Arch = 0;
#declare BM_Hair_Thck = 0.20;
#declare BM_Hair_Line = 4 * rand(rand1)*2;
#declare BM_Hair_LDpth = rand(rand1) * (1-MF*0.7);
#declare BM_Hair_Wght = 0.015;
#declare BM_Hair_Hght = 1.5;
#declare BM_Hair_Length= 5 + rand(rand1)*(5 + MF*5);
#declare BM_Hair_Curl = 0.01 * rand(rand1);
#declare BM_Hair_Col = <.6,.5,.4> * rand(rand1);
Blob_Man(MF, Groesse)
object {
BlobMan
#if (Schritt >= 0)
transform BMO_Toe_L
#else
transform BMO_Toe_R
#end
rotate <0, 90, 0>
translate <i + rand(rand1)*0.8, 0, -0.5 + rand(rand1)*1>
}
#declare i = i + 1;
#end
plane {
<0, 1, 0>, 0.0
pigment {
checker color White*0.7, color White*0.5
}
}

View File

@ -1,6 +1,8 @@
+A
+HTP
+fp +w800 +h600
display_gamma = 2.2
+L../roboter
+sp16
+L../../blbman40
+L../../galaxy
+D
+QR

148
pr/sol/raumhafen.pov Normal file
View File

@ -0,0 +1,148 @@
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "metals.inc"
#include "stones.inc"
#include "ynkelonium_texture.pov"
#include "T_BlackMetal.pov"
global_settings {
assumed_gamma 1.0
//ambient_light rgb<0.5, 0.5, 0.5>
ambient_light rgb<0, 0, 0>
radiosity {}
}
background { color rgb<0.2, 0.4, 0.8> }
light_source {
<86E9, 86E9, -86E9>
color White
}
camera {
up <0, 4/3, 0>
right <1, 0, 0>
location <6000, 1.65, 10>
look_at <0, 2500, -1000> //ok
//location <-46000, 1.65, 0>
//look_at <-50000, 2, 0> //ok
//look_at <6000, 1.65, 0>
}
union {
union {
sphere {
<0, 0, 0>, 1250
}
torus {
1250, 400
}
translate <0, 1250+750, 0>
}
union {
cylinder {
<0, 750, 0>,
<0, -750, 0>,
750
}
torus {
750, 400
}
}
union {
sphere {
<0, 0, 0>, 1250
}
torus {
1250, 400
}
translate <0, -(1250+750), 0>
}
texture {
Ynkelonium_Texture
}
translate <0, 3300, 0>
}
#declare i = 4000;
#while (i < 6000)
#debug concat ("\nRoboter: ", str(i, 0, 0))
cylinder {
<0, 0, 0> <0, 2.5, 0> 0.3
texture { T_BlackMetal }
translate <i, 0, -5>
}
cylinder {
<0, 0, 0> <0, 2.5, 0> 0.3
texture { T_BlackMetal }
translate <i, 0, 5>
}
#declare i = i + 5;
#end
plane {
<0, 1, 0>, 0.0
pigment {
color White*0.7
}
}
#declare T_Beton =
texture {
pigment {
color rgb <1, 1, 1>
}
finish {
ambient 0.6
diffuse 0.3
reflection .1
specular 0
roughness 0.1
}
}
#declare T_Fenster =
texture {
pigment {
color rgb <0.2, 0.2, 0.5>
}
finish {
ambient 0.1
diffuse 0.1
reflection .25
specular 1
roughness 0.001
}
}
#local ii = 0;
#declare rand2 = seed(1);
#while (ii < 360)
#local wm = rand(rand2)*1000;
#local wd = (wm + 20) / (100000 * pi) * 360;
#local hd = rand(rand2)*2000;
box {
<-50000, 0, 0>
<-50100, hd, wm>
texture {
quilted
control0 0
control1 1
texture_map {
[ 0.0 T_Fenster ]
[ 0.3 T_Fenster ]
[ 0.3 T_Beton ]
[ 1.0 T_Beton ]
}
scale <10, 5, 10>
}
rotate <0, ii, 0>
}
#local ii = ii + wd;
#end

View File

@ -1,12 +1,18 @@
/* Parameter:
* R1, R2: Durchmesser des Torus
* Ringwulst_Triebwerk_An: (-45, 0, 45) Sind Triebwerke an, und
* wenn ja, in welche Richtung?
*/
#if (!defined(Ringwulst_Triebwerk_An))
#declare Ringwulst_Triebwerk_An = 0;
#end
#declare Hangars_Ringwulst_neg =
difference {
union {
#declare i = 10
#declare ii = 10
#declare i = 10;
#declare ii = 10;
#while (i < 360)
union {
box {
@ -27,8 +33,8 @@
}
rotate <0, i, 0>
}
#declare i = i + ii
#declare ii = 30 - ii
#declare i = i + ii;
#declare ii = 30 - ii;
#end
}
@ -42,10 +48,10 @@
#declare Geschuetze_Ringwulst_aussen =
union {
#declare w = -45
#declare w = -45;
#while (w <= 45)
#declare i = 10
#declare ii = 10
#declare i = 10;
#declare ii = 10;
#while (i < 360)
union {
sphere {
@ -64,10 +70,10 @@
translate <R1, 0, 0>
rotate <0, i, 0>
}
#declare i = i + ii
#declare ii = 30 - ii
#declare i = i + ii;
#declare ii = 30 - ii;
#end
#declare w = w + 90
#declare w = w + 90;
#end
texture {
Ynkelonium_Texture
@ -77,9 +83,9 @@
#declare Geschuetze_Ringwulst_mitte =
union {
#declare w = 0
#declare w = 0;
#while (w <= 0)
#declare i = 0
#declare i = 0;
#while (i < 360)
union {
sphere {
@ -98,9 +104,9 @@
translate <R1, 0, 0>
rotate <0, i, 0>
}
#declare i = i + 10
#declare i = i + 10;
#end
#declare w = w + 90
#declare w = w + 90;
#end
texture {
Ynkelonium_Texture
@ -114,7 +120,7 @@
torus {
R1, R2
}
#declare i = 0
#declare i = 0;
#while (i < 360)
object {
Triebwerk_neg
@ -128,10 +134,39 @@
translate <R1, 0, 0>
rotate <0, i, 0>
}
#declare i = i + 30
#declare i = i + 30;
#end
object {Hangars_Ringwulst_neg}
}
#if (Ringwulst_Triebwerk_An)
#local i = 0;
#while (i < 360)
cylinder {
<0, 0, 0> <1, 0, 0> 1
hollow on
pigment { rgbt 1.0 }
interior {
media {
emission rgb <0.2, 0.4, 0.8>
density {
gradient x
density_map {
[0.0 rgb 0.05]
[0.5 rgb 0.01]
[1.0 rgb 0.0]
}
}
}
}
scale <250, 60, 60>
translate <350, 0, 0>
rotate <0, 0, Ringwulst_Triebwerk_An>
translate <R1, 0, 0>
rotate <0, i, 0>
}
#local i = i + 30;
#end
#end
cone {
<0, -R2, 0>, R1,
<0, R2, 0>, R1

View File

@ -1,7 +1,45 @@
#include "sz.pov"
#include "mittelstueck.pov"
#declare Sol =
#if (defined(Sol_Simple))
#declare Sol =
union {
union {
sphere {
<0, 0, 0>, 1250
}
torus {
1250, 400
}
translate <0, 1250+750, 0>
}
union {
cylinder {
<0, 750, 0>,
<0, -750, 0>,
750
}
torus {
750, 400
}
}
union {
sphere {
<0, 0, 0>, 1250
}
torus {
1250, 400
}
translate <0, -(1250+750), 0>
}
texture {
Ynkelonium_Texture
}
}
#else
#declare Sol =
union {
object {
SZ
@ -15,3 +53,4 @@
translate <0, -(750+1250), 0>
}
}
#end

View File

@ -10,7 +10,7 @@
#declare Hangars_Kugelschale_neg =
difference {
union {
#declare i = 0
#declare i = 0;
#while (i < 360)
union {
box {
@ -38,7 +38,7 @@
}
rotate <0, i+15, 0>
}
#declare i = i + 30
#declare i = i + 30;
#end
}
sphere {
@ -51,9 +51,9 @@
#declare Geschuetze_Huelle_oben =
union {
#declare w = 30
#declare w = 30;
#while (w <= 60)
#declare i = 0
#declare i = 0;
#while (i < 360)
union {
sphere {
@ -71,9 +71,9 @@
rotate <0, 0, w>
rotate <0, i, 0>
}
#declare i = i + 10
#declare i = i + 10;
#end
#declare w = w + 15
#declare w = w + 15;
#end
texture {
Ynkelonium_Texture
@ -83,9 +83,9 @@
#declare Geschuetze_Huelle_unten =
union {
#declare w = -55
#declare w = -55;
#while (w <= -35)
#declare i = 0
#declare i = 0;
#while (i < 360)
union {
sphere {
@ -103,9 +103,9 @@
rotate <0, 0, w>
rotate <0, i, 0>
}
#declare i = i + 10
#declare i = i + 10;
#end
#declare w = w + 20
#declare w = w + 20;
#end
texture {
Ynkelonium_Texture
@ -125,13 +125,13 @@
object {Geschuetze_Huelle_unten}
}
#declare R1 = 1250
#declare R2 = 400
#declare R1 = 1250;
#declare R2 = 400;
#include "ringwulst.pov"
#declare Landestuetzen =
union {
#declare i = 15
#declare i = 15;
#while (i < 360)
cone {
<0, 0, 0>, 100
@ -151,7 +151,7 @@
}
}
}
#declare i = i + 30
#declare i = i + 30;
#end
}

View File

@ -14,7 +14,7 @@ light_source {
color White
}
camera {
location <-6000, 2, -1710>
location <-6000, 10000, -1710>
look_at <0, 2500, 0>
}