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