File:Adobe house and sunset meter scale 1.png

From Wikimedia Commons, the free media repository
Jump to navigation Jump to search

Original file(1,600 × 1,200 pixels, file size: 133 KB, MIME type: image/png)

Captions

Captions

Adobe house and sunset

Summary[edit]

Description
English: Adobe house and sunset . Povray , meter scale.
Date
Source Own work
Author Merikanto

Povray 3.7 source code

//////////////////////////////////////////////////

// 7.5.2021 v 0000.0000.00

// // povray 3.7 //

/////////////////


  1. include "colors.inc"
  2. include "textures.inc"
  3. include "stones.inc"
  4. include "stones1.inc"
  1. include "woods.inc"
  2. include "rand.inc"

// which kamera???

// default kam1=3;

  1. local kam1=4;




  #if (kam1=0)
   camera { 
   location <0,15,0>
   look_at <0,0,0>
   }  
 #end
  


   #if (kam1=1)
   camera {  
   location <6,5,-5>*2   
   look_at <0,0,0>
]

#end

#if (kam1=2)
   camera { 
   location <20,4,2>   
   look_at <0,0,0>
 
 }
 
 #end
#if (kam1=3)
    camera { 
   location <0,1.76,0>
   look_at <10,1.8,0>
 
 }
 #end 
 


// look up from patio, diagonal 
 
 #if (kam1=4)
  
 camera { 
  
   location <-10,11,-10>  
   look_at <0,10, 0>
  
  }
  
 #end




/* 

// sun


light_source {

   <10000,10000,-10000>
   color rgb White

}


// second light

light_source {

   <0,2,0>
  // color rgb Gray/5

//color rgb <1.0, 0.75, 0.1>*0.25 color rgb <0.8, 0.5, 0.2>*0.25


}

  */

// sky sphere

/* sky_sphere {


  pigment{ gradient <0,1,0>
         color_map{
         [0.0 color rgb<1,1,1>        ]
         [0.8 color rgb<0.1,0.25,0.75>]
         [1.0 color rgb<0.1,0.25,0.75>]}
       } // end pigment
 
 }  
  


// clouds


plane{<0,1,0>,1 hollow  
        
       texture{ pigment {color rgb<0.1,0.3,0.75>*0.7}
                #if (version = 3.7 )  finish {emission 1 diffuse 0}
                #else                 finish { ambient 1 diffuse 0}
                #end 
              } 
          
       texture{ pigment{ bozo turbulence 0.75
                         octaves 46  omega 0.7 lambda 2 
                         color_map {
                         [0.0  color rgb <0.95, 0.95, 0.95> ]
                         [0.05  color rgb <1, 1, 1>*1.25 ]
                         [0.15 color rgbt <0.85, 0.85, 0.85,0.85> ]
                         [0.55 color rgbt <1, 1, 1, 1>*1 ]
                         [1.0 color rgbt <1, 1, 1, 1>*1 ]
                         } 
                        translate< 3, 0,-1>
                        scale <0.3, 0.4, 0.2>*3
                       } 
                #if (version = 3.7 )  finish {emission 1 diffuse 0}
                #else                 finish { ambient 1 diffuse 0}
                #end 
              } 
      scale 1000
    } 
    
  • /



fog {
   distance 12000
   color rgbf<0.9, 0.4, 0.05, 1.0>
   fog_type 2
   fog_offset 1
   fog_alt 8000
 }


// clouds 1

  plane{<0,1,0>,1 hollow  // 
           
 
             
       texture{ pigment{ bozo turbulence 0.75*2
                         octaves 16  omega 0.7 lambda 2 
                         color_map {
                         [0.0  color rgbt <1,1,1,1> ]
                         [0.9 color rgbt <0.5,0.5,0.5,0.5> ]
                      //    [0.5  color rgbt <1,1,1,1> ]
                         [0.95 color rgbt <1,0,0,0> ]
                         } // end color_map 
                        translate< 3, 0,-1>
                        scale <0.3, 0.4, 0.2>*3
                       } // end pigment
              finish {    
              
               ambient 0.1 
               reflection 0.9
              // absorption 0.5  
                    }
               scale 20
              } // end texture 2
      scale 2000
    } //---
  1. declare sun1= union {
sphere {
   <0,0,0>,10000 


   texture {
       pigment {color Yellow}
       finish {ambient 200}

   }
 
}

  
  
}


light_source { //<1,15000,100000> <65000,15000,100000>

color Yellow looks_like {

        sun1

} }


object {

   plane {
   y,0
   }      
   
   texture { 
     

      pigment{color rgb<.35,.65,0>*.7}
        /*   
           
        pigment 
        {
        //granite
        
       // color kol1
        color rgb <244/256,206/256,157/256>
        
        } 
         
        normal { bumps 0.75 scale 0.015}
        finish { phong 0.1 } 
     
          */
   }

}

  1. macro texten1(tex1,tey1, texti1)
text {
   ttf "timrom.ttf" texti1 1, 0
   pigment { Yellow }
 
  rotate x*90
  scale 15
  translate <tex1,1.1,tey1>
  
 }   
 
 
  1. end


  1. declare basex1=5.0;
  2. declare basez1=5.0;
  3. declare basey1=4.0;
  1. declare outer_wall_thickness1=1.0;



  1. declare wall0=object {
    box { 
    <-basex1,0,0>,
    <basex1,basey1,outer_wall_thickness1> 
    }
    
 
    
    texture {
    pigment {rgb <1,1,0.5>}
    }
   
    
    }
  
  
  
  1. declare doorway0= union

{

   // door
   box {<-1/2,0.001,-1.00001>,<1/2,2,1.00001>

   } 
  cylinder{
  <0,2,-1.0001>,<0,2,1.00001>,0.49 
  
  }    
          
       
      translate z*0.5    
       

}


// window hole

  1. declare wincap0= object {
           box {<-1.0001,1.5,-0.5>,<1.0001,2.5,0.5>} 
           
           translate x*5
           
       
       }
                
          
          
          
          
          
  1. macro ladder1(ladder_length1, ladder_width1, step_length1, ladder_radius1, step_radius1)
#declare num_steps_1=int(ladder_length1/step_length1)-1;

 union {
 
  cylinder{  
  
       <-0.5*ladder_width1,0,0>,<-0.5*ladder_width1,ladder_length1,0>,ladder_radius1 
  
   }  
 
    cylinder{  
  
       <0.5*ladder_width1,0,0>,<0.5*ladder_width1,ladder_length1,0>,ladder_radius1 
  
   } 

 
 #for (n,1,num_steps_1)
   
   cylinder {
   
     <-0.5*ladder_width1,n*step_length1,0> ,  <0.5*ladder_width1,n*step_length1,0>, step_radius1
     
   }
   
   
 
 #end
 
 
 
 
 } 
  
  
  1. end



  1. declare walls0= union
 {
  
  // south
 
 object{
       
       difference{
       object {wall0} 
       
       object {doorway0}
       

        
       } 
           
       
       
       
       
       
       translate z*-basez1 
 }
 
   
  // east
   
 object{
       
       difference {
           object {
               wall0      
      
               rotate y*90
               translate x*basex1
              // translate z*outer_wall_thickness1
           }
       
          
          
          object {
            wincap0   
          
          }
       


       }
       
       
    //          texture {
    //    pigment {color Red}
     //   }  
        
  }
  
    
     
      // north
 
 object{
       
       difference{
       object {wall0}



       } 
       
       translate z*(basez1-outer_wall_thickness1)     
      }
    
    
   
   
   
   // west
 object{
       wall0 
         rotate y*90
      // translate z*outer_wall_thickness1
     
       
       translate x*(-basex1-outer_wall_thickness1)
        
  }
    
    
 
 
 }
  



  1. declare floor0=object {
    box
    {
    <-basex1,-0.1,-basez1>,<basex1,0.1,basez1>
    
    }
      texture {
    pigment {rgb <0.5,0.5,0.5>}
    }
    
}

#declare roof0=object {
   
   difference {
    box
       {
           <-basex1,0.01,-basez1>,<basex1,0.1,basez1>
    
       } 
       
           box
       {
           <basex1-3,-0.11,basey1-2>,<basex1-outer_wall_thickness1,0.11,basez1-outer_wall_thickness1*1.5>
    
       }  
       
       
    }
    
   
    translate y*(basey1-0.5)
    
      texture {
    pigment {rgb <0.9,0.9,0.5>}
    }
   
   
   
   
    
}



    
  1. declare housebox0= union

{


  object {
  
  walls0
  }  
    
  
  
 object {
 floor0
 }

  
  object {
 roof0
 }
  
  

}




object {

 housebox0

}


object {

   ladder1(6, 1, 0.5, 0.1, 0.03) 
   
   rotate y*90  
   
   rotate z*-47
   
  translate z*2.7
  translate x*0
  
  texture {
  
  pigment { color Brown }
  }
  

}





Licensing[edit]

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

File history

Click on a date/time to view the file as it appeared at that time.

Date/TimeThumbnailDimensionsUserComment
current07:36, 7 May 2022Thumbnail for version as of 07:36, 7 May 20221,600 × 1,200 (133 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

There are no pages that use this file.

Metadata