3d/pr/sol/raumhafen.pov

149 lines
2.2 KiB
POVRay

#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