// PoVRay 3.6/3.7 Scene File "3ball.pov" // author: Florian Simon // date: 2011/12/20 //-------------------------------------------------------------------------- #if ( version < 3.7 ) global_settings{ assumed_gamma 1.0 } #end #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" #include "Clock_Splitting.inc" //-------------------------------------------------------------------------- // sun ---------------------------------------------------------------------- light_source{ <-25,20,-9> color White*1.2 fade_distance 30 fade_power 1 } // 0.7 fade_distance 0.75 fade_power 2 } // sky ---------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <0.6,0.7,1.0>] [0.35 rgb <0.1,0.0,0.8>] [0.65 rgb <0.1,0.0,0.8>] [1.00 rgb <0.6,0.7,1.0>] } scale 2 } // end of pigment } //end of skysphere // ground ------------------------------------------------------------------- // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 0,0,0> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture translate <0,-0.5,0> } // end of plane // Textures ----------------------------------------------------------------- #declare Brick_Tex = texture{ pigment{ brick color White color rgb<0.8,0.25,0.1> // color mortar, color brick brick_size <0.25, 0.0525, 0.125 >*3 // format in x-,y-,z- direction mortar 0.01 } normal { wrinkles 0.75 scale 0.01} finish { diffuse 0.9 phong 0.2} } ; #declare Ball_Tex = texture{ pigment{ hexagon color White color Gray color Black } finish { diffuse 0.9 phong 1 } scale 0.07 rotate<90,0,0> translate<0,0,0> } // end of texture ; #declare Basket_Tex = texture { pigment {image_map {png "BasketBallNew" map_type 1 interpolate 2}} normal { bozo 2.00 scale 0.02} finish {specular 0.1 roughness 0.02 }} ; #declare Golfball_Tex=texture { pigment{ color rgb <1,1,1>} normal { facets size 0.25 } } ; // Textures -----------------------------end--------------------------------- #declare X = 0.000 ; // Abs. X translate overall #declare Y = 0.000 ; // Abs. Y translate overall #declare Z = 0.000 ; // Abs. Z translate overall #declare rFB = 0.20 ; #declare rBB = 0.25 ; #declare rGB = 0.05 ; #declare s0 = 2 ; #declare Total=9 ; #declare StepNr=1 ; #declare Bx = 0 ; #declare Fx = -2 ; #declare Gx = 2 ; #declare Wall = object{ box { <0.00, -1.50, -4.00>,< 1.00, 1.50, 4.00> texture{ Brick_Tex } } rotate<0,-90,0> rotate<90,0,0> } ; #declare Basketball = object{ sphere{ <0,rBB,0>, rBB texture{ Basket_Tex } } } ; #declare Football = object{ sphere{ <0,0,0>, rFB texture{ Ball_Tex } }rotate x*90 translate y*rFB } ; #declare Golfball = object{ sphere{ <0,rGB,0>, rGB texture{ Golfball_Tex } } } ; // camera ------------------------------------------------------------------ #declare Camera_0 = camera {perspective angle 75 // front view location <-0.0 , 1.0 ,-1.0>*6.5 right x*image_width/image_height look_at <0.0 , 2.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-2.0 , 3 ,-4> rotate<0,(clock*9/6)*-360,0> right x*image_width/image_height look_at <0.0 , 2*rBB+2*rFB , 0.0>} #declare Camera_17 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-2.0 , 3 ,-4> rotate<0,0,0> right x*image_width/image_height look_at <0.0 , 2*rBB+2*rFB , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location < -2.0*(1+(((0/(-2))-1)*(Sclock_01(9,Total)))) , 3+s0*(-Sclock_01(9,Total)*Sclock_01(9,Total)+7*2*Sclock_01(9,Total)) , -4*(1+(((-0.02/(-4))-1)*(Sclock_01(9,Total))))> rotate <0,Sclock_01(9,Total)*-120,0> //s0*(-Sclock_01(9,Total)*Sclock_01(9,Total)+7*2*Sclock_01(9,Total)) right x*image_width/image_height look_at <0.0 , 2*rBB+2*rFB+s0*(-Sclock_01(9,Total)*Sclock_01(9,Total)+7*2*Sclock_01(9,Total)) , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} // camera ------------------------------------------------------------------ object{ Wall translate<0,0,0> translate } #if ( clock translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } object{ Football translate translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } object{ Football translate translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } object{ Football translate translate } object{ Golfball translate translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } object{ Football translate translate } object{ Golfball translate translate } #else #declare StepNr = StepNr +1 ; camera{Camera_17} #if ( clock translate } object{ Football translate translate } object{ Golfball translate translate } #else #declare StepNr = StepNr +1 ; #if ( clock translate } object{ Football translate translate } object{ Golfball translate translate } #else #declare StepNr = StepNr +1 ; //9 camera{Camera_2} object{ Basketball translate translate } object{ Football translate translate } object{ Golfball translate translate } #end #end #end #end #end #end #end #end