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ben-scans/sfy/template.pov

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POVRay
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#include "colors.inc"
#include "NAME.inc"
/*
* POV-Ray defaults to a "camera" coordinate system that can be confusing.
* We use a traditional mathematical/engineering view, with a view from
* X-/Y-/Z+ into the X/Y plane.
*/
camera {
location <-30, -80, 40>
look_at <20, 20, 0>
sky z
right -4/3*x
}
background { color White }
light_source {
<-200, -300, 200>
color White
}
light_source {
<100, -500, -50>
color White
}
/*
* Mark the coordinate axes:
* - a red unit sphere at the center
* - three green spheres at x = 10*i
* - two blue spheres at y = 10*i
* - one yellow sphere at z = 10
*/
sphere { < 0, 0, 0>, 1 pigment { color Red } }
sphere { <10, 0, 0>, 1 pigment { color Green } }
sphere { <20, 0, 0>, 1 pigment { color Green } }
sphere { <30, 0, 0>, 1 pigment { color Green } }
sphere { < 0, 10, 0>, 1 pigment { color Blue } }
sphere { < 0, 20, 0>, 1 pigment { color Blue } }
sphere { < 0, 0, 10>, 1 pigment { color Yellow } }
#declare Finish = finish {
brilliance 2
phong 0.8
phong_size 100
metallic
ambient 0.2
}
object {
Part_NAME
pigment { rgbf <0.9, 0.9, 0.9, 0.2> }
finish { Finish }
rotate <0, 0, 30>
}
object {
Part_NAME
pigment { rgbf <1, 0.8, 0.8, 0.2> }
finish { Finish }
translate <0, 0, 25>
rotate <0, 20, 80>
}
object {
Part_NAME
pigment { rgbf <0.8, 1, 1, 0.2> }
finish { Finish }
rotate <180, 0, 0>
translate <0, 0, 13>
rotate <0, 10, -140>
translate <60, 0, 0>
}
object {
box { <-50, -50, -0.1> <0, 0, 0.1> }
pigment { rgb <1, 0.5, 0.5> }
finish { ambient rgb <1, 0, 0> }
}