// Persistence Of Vision Ray Tracer Include File // File: Lemon.inc // Vers: 3.5 // Desc: Object for Grenadine.pov // Date: 1999/06/04 // Auth: ingo // #version 3.5; #declare SS=seed(7); #declare R_uit= 3; #declare R_in=2.9; #declare Ring = difference { cylinder {< 0 , 0, 0>, <1 , 0, 0>, R_uit} cylinder {<-0.1, 0, 0>, <1.1, 0, 0>, R_in} } #declare R2_uit= 0.8; #declare R2_in=0.7; #declare Ring2 = difference { cylinder {< 0 , 0, 0>, < 1 , 0, 0>, R2_uit} cylinder {<-0.1, 0, 0>, < 1.1, 0, 0>, R2_in} } #declare LemonOut= intersection { merge { difference { merge { object {Ring translate < 0.01, 0, (R_uit+R_in)/2>} object {Ring translate <-1.01, 0,-(R_uit+R_in)/2>} } box {<-1.1, 0.1,-1>, <1.1, 2, 1>} } difference { box {<-1, 0,-(R_uit-R_in)/2>, < 1, 1.1, (R_uit-R_in)/2>} box { <-2.5, 0,-1>, <2.5, 2, 1> translate <0, 0.5, 0> rotate <0, 0,-20> } } difference{ object { Ring2 translate <-0.5, 0, 0> scale <2.2, 1, 1> translate < 0, 0, (R2_uit+R2_in)/2> } box {<-2.1, 0,-1>,<2.1,-3, 1>} translate <0, 0.499999, 0> rotate <0, 0,-20> } } merge { cylinder {<0, 0,-0.5>, <0, 0, 0.5>, 0.8} torus {0.8, 0.2 scale <1, 1.1, 1> rotate <90, 0, 0>} } } #declare BS1= array[24] { < 24.8, 49.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 9.4> < 0.1, 9.4>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8> <-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4> <-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9> < 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7> < 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 49.8> } #declare BS2= array[24] { < 24.8, 55.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 15.0> < 0.1, 15.0>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8> <-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4> <-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9> < 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7> < 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 55.8> } #declare BS3= array[24] { < 23.0, 49.8>, < 13.0, 31.4>, < 4.0, 8.8>, < 0.1, 6.0> < 0.1, 6.0>, <- 7.4, 10.7>, <-12.5, 30.4>, <-21.1, 49.8> <-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-29.2, 91.4> <-29.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9> < 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7> < 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 85.0>, < 23.0, 49.8> } #declare BS4= array[24] { < 24.8, 49.8>, < 13.0, 31.4>, < 4.0, 11.8>, < 0.1, 9.0> < 0.1, 9.0>, <- 7.4, 13.7>, <-12.5, 30.4>, <-21.1, 49.8> <-21.1, 49.8>, <-33.3, 76.9>, <-39.8, 87.0>, <-21.2, 91.4> <-21.2, 91.4>, <-20.0, 95.3>, <-10.0, 95.9>, < 0.0, 95.9> < 0.0, 95.9>, < 10.0, 95.9>, < 21.3, 95.8>, < 30.0, 90.7> < 30.0, 90.7>, < 41.3, 84.0>, < 45.1, 86.5>, < 24.8, 49.8> } #declare J=0; #declare Part1= prism { bezier_spline -0.5, 0.5, 24, #while (J<24) #declare P= BS1[J]; P #declare J=J+1; #end scale < 0.0095, 1, 0.0095> } #declare J=0; #declare Part2= prism { bezier_spline -0.5, 0.5, 24, #while (J<24) #declare P= BS2[J]; P #declare J=J+1; #end scale < 0.0095, 1, 0.0095> } #declare J=0; #declare Part3= prism { bezier_spline -0.5, 0.5, 24, #while (J<24) #declare P= BS3[J]; P #declare J=J+1; #end scale < 0.0095, 1, 0.0095> } #declare J=0; #declare Part4= prism { bezier_spline -0.5, 0.5, 24, #while (J<24) #declare P= BS4[J]; P #declare J=J+1; #end scale < 0.0095, 1, 0.0095> } #declare LemonTex= texture { pigment { granite scale <0.2,5,1> colour_map { [0.4 rgbf <1,0.65,0,0.4>] [0.6 rgbf <1,0.8,0,0.4>] [0.7 rgbf <1,0.9,0,0.6>] [0.9 rgb <1,0.7,0>*1.5 ] } } normal {granite -0.1 turbulence 0.3 scale <0.2,5,1>} finish { specular .9 roughness 0.01 } } #declare Parts= union { object {Part1 } object {Part2 rotate <0, 360/7 ,0>} object {Part3 rotate <0,2*(360/7),0>} object {Part4 rotate <0,3*(360/7),0>} object {Part1 rotate <0,4*(360/7),0>} object {Part2 rotate <0,5*(360/7),0>} object {Part3 rotate <0,6*(360/7),0>} rotate <90,0,0> } #declare LemonSlice = union { intersection { object {LemonOut} object {Part1 rotate <90,0,0>} texture {LemonTex rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part2 rotate <0,360/7,0> rotate <90,0,0>} texture {LemonTex rotate <0,360/7,0> rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part3 rotate <0,2*(360/7),0> rotate <90,0,0>} texture {LemonTex rotate <0,2*(360/7),0> rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part4 rotate <0,3*(360/7),0> rotate <90,0,0>} texture {LemonTex rotate <0,3*(360/7),0> rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part1 rotate <0,4*(360/7),0> rotate <90,0,0>} texture {LemonTex rotate <0,4*(360/7),0> rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part2 rotate <0,5*(360/7),0> rotate <90,0,0>} texture {LemonTex rotate <0,5*(360/7),0> rotate <90,0,0> translate rand(SS)*5} } intersection { object {LemonOut} object {Part3 rotate <0,6*(360/7),0> rotate <90,0,0>} texture {LemonTex rotate <0,6*(360/7),0> rotate <90,0,0> translate rand(SS)*5} } difference { //outside object {LemonOut} object {Parts} texture { cylindrical rotate <90,0,0> texture_map { [0.05, pigment {rgb <1,0.8,0>} normal {granite .1 scale 0.1} finish {phong 0.8 phong_size 20} ] [0.06, pigment {rgb <1,0.9,0.7>} normal {granite .07 scale 0.5} ] } } } } /* global_settings{assumed_gamma 1.0} camera{ location <-3.0, 0.01, -3.0> look_at <0.0, 0.0, 0.0> angle 45 } light_source{ <500, 550, -100> rgb 1 } object { LemonSlice} */