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286a6bdd09
- solidify/main.pov: set up a more traditional view than POV-Ray's "camera" model - solidify/main.pov: mark the coordinate axes with colored balls - solidify/main.pov: make the part semi-transparent so that we can see the coordinate axes - solidify/solid.c (povray_face, povray): moved dumping a face from povray() to povray_face() - solidify/solid.c (povray_face): scale the height field to its real size - solidify/solid.c (povray_face): rotate the face such that height is Z - solidify/solid.c (povray_face): translate the face such that its center is at the origin
52 lines
1.1 KiB
POVRay
52 lines
1.1 KiB
POVRay
#include "colors.inc"
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#include "batcvr.inc"
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/*
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* POV-Ray defaults to a "camera" coordinate system that can be confusing.
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* We use a traditional mathematical/engineering view, with a view from
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* X-/Y-/Z+ into the X/Y plane.
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*/
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camera {
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location <-30, -80, 40>
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look_at <20, 20, 0>
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sky z
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right -4/3*x
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}
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background { color White }
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light_source {
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<-200, -300, 200>
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color White
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}
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/*
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* Mark the coordinate axes:
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* - a red unit sphere at the center
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* - three green spheres at x = 10*i
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* - two blue spheres at y = 10*i
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* - one yellow sphere at z = 10
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*/
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sphere { < 0, 0, 0>, 1 pigment { color Red } }
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sphere { <10, 0, 0>, 1 pigment { color Green } }
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sphere { <20, 0, 0>, 1 pigment { color Green } }
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sphere { <30, 0, 0>, 1 pigment { color Green } }
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sphere { < 0, 10, 0>, 1 pigment { color Blue } }
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sphere { < 0, 20, 0>, 1 pigment { color Blue } }
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sphere { < 0, 0, 10>, 1 pigment { color Yellow } }
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#declare Finish = finish {
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brilliance 2
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phong 0.8
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phong_size 100
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metallic
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}
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union {
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Part_batcvr
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pigment { rgbf <0.9, 0.9, 0.9, 0.5> }
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finish { Finish }
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}
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