#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> ambient_light rgb<0, 0, 0> radiosity {} max_intersections 128 } 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 //look_at <6000, 1.65, 0> } #include "sol.pov" #include "../roboter/roboter.pov" object { Sol translate <0, 3300, 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 } #declare i = i + 1; #end #declare i = 4000; #while (i < 6000) #debug concat ("\nRoboter: ", str(i, 0, 0)) object { roboter rotate <0, 180, 0> translate } object { roboter rotate <0, 0, 0> translate } #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