#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> } }