3d/pr/sol/exodus.pov

187 lines
4.2 KiB
POVRay

#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 <i + rand(rand1)*0.8, 0, -0.5 + rand(rand1)*1>
}
#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 <i, 0, -5>
}
object {
roboter
rotate <0, 0, 0>
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