#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 } cylinder { <0, 0, 0> <0, 2.5, 0> 0.3 texture { T_BlackMetal } 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