File:Mud brick house multi floor multi room patio inner view to sky 1.png

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Captions

Captions

View to sky from courtyard of two floor mudbrick house 1

Summary[edit]

Description
English: View to sky from courtyard of two floor mudbrick house 1
Date
Source Own work
Author Merikanto

Povray 3.7 source code

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

// 3.5.2021 v 0000.0004e

// // povray 3.7 //

// multi room mudbrick house

// w/ inner court

// two floors //

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


  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=3;


camera {

// top view

  #if (kam1=0)
   location <0,320,0>
   look_at <0,0,0>
 
 #end
  

// diagonal view from out

   #if (kam1=1)
  
   location <0,5,-3>*40   
   look_at <0,0,0>
#end



// near secod floor to down

#if (kam1=2)
 
   location <-10,40,-10>
   look_at <0,20,0>
 
 #end 
 
#if (kam1=3)
   location <15,5,10>   
   look_at <2,20,2>
 
 #end


// look up from patio, diagonal 
 
 #if (kam1=4)
   location <0,3,0>   
   look_at <100,2000,100>
 
 #end


// look to stairs "cella"
#if (kam1=5)
 
   location <0,10,0>
   look_at <0,10,10>
 
 #end 


// look from second floor level in patio
#if (kam1=6)
 
   location <0,70,0>
   look_at <0,50,10>
 
 #end 


// look from second floor level in patio
#if (kam1=7)
 
   location <0,90,0>
   look_at <0,80,10>
 
 #end 


// look from second floor level in patio
#if (kam1=8)
 
   location <0,60,10>
    
    look_at <0,2000,0>
 
 
 #end 


#if (kam1=9)
   location <15,5,10>   
   look_at <2,4,2>
 
 #end 



 #if (kam1=10)
   location <-60,0,200>   
   look_at <0,10,0>
 
 #end 





angle 80

}




// 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
    } 
    


// ground


#declare kol1=(Green+Brown)/2;
 
 
#declare kol2=(Green*2+Brown)/3;


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. declare house_texture_0=

texture { //pigment {color Red}

T_Stone1 scale 0.005

normal { //brick granite scale 0.05 }

}



#declare bscale1     = <0.09,0.061,0.061>;
  1. declare btranslate1 = <0.0, 0.025,-0.0>;
  2. declare bintensity1 = 0.10*5;


  1. declare house_texture_1 =
 texture{ //pigment{ color rgb< 0.90, 0.78, 0.60>} 
         //   pigment {color rgb<137/256,87/256,40/256>}
            pigment {
             brick
            
            color rgb<200/256,155/256,110/256>
             color rgb<200/256,155/256,110/256>
            //color rgb<137/256,87/256,40/256>
            
            scale bscale1
            //scale 0.15
            
            
            }  
            
            
            
            
          normal { 
          
                
             /*   
                
                 pigment_pattern{
                        brick
                        color rgb 0.1,
                        color rgb 0.9
                        scale bscale1
                        translate btranslate1
                        rotate<0,0,0>}
                       bintensity1
                 }     
                       
               */
               
               
               average normal_map {
                       [
                               pigment_pattern{
                        brick
                        color rgb 0.1,
                        color rgb 0.9
                        scale bscale1
                        translate btranslate1
                        rotate<0,0,0>}
                       bintensity1
                 ]
                 
                 
                 
                  [     
                        granite 0.5
                        scale bscale1 *1
               
                 ]      
                       
                  
                             [     
                        granite 1
                        scale bscale1 *10
               
                 ] 


                } //map
               } // ... normal
                       
                 


        finish { diffuse 0.9 phong 0.1} 
                  
         scale 0.15  
        } 
  


  #declare TileNormal =
   normal
   { 
   
   average normal_map
   {
       
    [ gradient x 2 
     slope_map
     { [0 <0, 1>] 
       [.05 <1, 0>] 
       [.95 <1, 0>]
       [1 <0, -1>] 
     }
     
     ]
         
         
     [ granite 1 scale 0.01 ]
  
  
  
    }  // map
  
  
   } // normal 


// #declare house_texture_1=


  1. declare floor_texture_1=

texture {

   //pigment {color Red}
   T_Stone17
   scale 0.01
     
    normal
 { average normal_map
   { [1 TileNormal]
     [1 TileNormal rotate y*90]
   }
 }   
 
 scale 0.02
     
 /*
   normal {
       brick
       scale y*0.33
       
   //checker
   //granite
   scale 0.001
   }
   */

}


  1. declare floor_ceil_texture_1=

texture {

   //pigment {color Red}
   T_Stone5
   scale 0.01
     
    normal
 { average normal_map
   { [1 TileNormal]
     [1 TileNormal rotate y*90]
   }
 }   
 
 scale 0.02
     
 /*
   normal {
       brick
       scale y*0.33
       
   //checker
   //granite
   scale 0.001
   }
   */

}


  1. declare ceil_texture_1=

texture {

   //pigment {color Red}
   T_Stone17
   scale 0.01
     
    normal
 { average normal_map
   { [1 TileNormal]
     [1 TileNormal rotate y*90]
   }
 }   
 
 scale 0.02
     
 /*
   normal {
       brick
       scale y*0.33
       
   //checker
   //granite
   scale 0.001
   }
   */

}



  1. declare roof_of_patio_texture_1=

texture { // Tom_Wood Tan_Wood scale 0.001

   normal
 { gradient x 1
   slope_map
   { [0 <0, 1>] // 0 height, strong slope up
     [.05 <1, 0>] // maximum height, horizontal
     [.95 <1, 0>] // maximum height, horizontal
     [1 <0, -1>] // 0 height, strong slope down
   }
 scale 0.01
 }
         

}


  1. declare first_flat_roof_of_patio_texture_1=

texture { // Tom_Wood Tan_Wood scale 0.001

   normal
 { gradient x 1
   slope_map
   { [0 <0, 1>] // 0 height, strong slope up
     [.05 <1, 0>] // maximum height, horizontal
     [.95 <1, 0>] // maximum height, horizontal
     [1 <0, -1>] // 0 height, strong slope down
   }
 scale 0.015
 }
         

}



#declare pole_texture_1=

texture { //pigment {color Brown} // Tom_Wood T_Wood1 //Pine_Wood //Tan_Wood //T_Stone1 //scale 0.0001


normal { //brick granite //scale 0.05 }

 scale 0.005

}



#declare wood_texture_1=

texture {

pigment

 { wood color_map { [0 rgb <.9,.7,.3>][1 rgb <.8,.5,.2>] }
   turbulence .5
   scale <1, 1, 20>*.2
 }
 finish { specular 1 }
 normal
 { gradient x 1
   slope_map
   { [0 <0, 1>] // 0 height, strong slope up
     [.05 <1, 0>] // maximum height, horizontal
     [.95 <1, 0>] // maximum height, horizontal
     [1 <0, -1>] // 0 height, strong slope down
   }
 scale 0.00001
 }


}



  1. declare house_tihickness_1=0.5;
  2. declare floor_thickness_1=0.05;
  1. declare cutover1=0.0001;
  1. declare inner_size_1=0.5;
  2. declare outer_size_1=1;
  1. declare wall_thickness_1=0.05;
  2. declare inner_wall_size_1=1-0.05;
  3. declare outer_wall_size_1=1+0.05;
  1. declare inner_tunnel_size_1=inner_size_1+wall_thickness_1;
  2. declare outer_tunnel_size_1=1-wall_thickness_1;



  1. declare house_size_1=20;


  1. declare basik1=difference {
   box {<-1,0,-1>,<1,1,1>} 
   box {<-inner_size_1,-cutover1,-inner_size_1>,<inner_size_1,outer_size_1+cutover1*2,inner_size_1> }
 //  texture {house_texture_1} 
   
 // scale house_size_1
//  translate house_size_1/2 

}


  1. declare tunnel1=difference {
   box {<-outer_tunnel_size_1,-outer_tunnel_size_1,-outer_tunnel_size_1 >,<outer_tunnel_size_1,outer_tunnel_size_1+cutover1+0.05,outer_tunnel_size_1 >} 
   box {<-inner_tunnel_size_1,-cutover1,-inner_tunnel_size_1>, <inner_tunnel_size_1,outer_tunnel_size_1+cutover1,inner_tunnel_size_1> }
   
 //  texture {house_texture_1} 
   
 // scale house_size_1
//  translate house_size_1/2 

}



// floor

  1. declare floor1=object {
   box {<-outer_tunnel_size_1,-floor_thickness_1,-outer_tunnel_size_1 >,
   <outer_tunnel_size_1,floor_thickness_1,outer_tunnel_size_1 >} 
   
   }    
   



// patio floor/ceil


  1. declare floorceil1=difference {
   box {<-1,-floor_thickness_1,-1 >,
   <1,floor_thickness_1,1 >} 
   
   box {<-0.5,-floor_thickness_1-cutover1,-0.5>, 
   <0.5,floor_thickness_1+cutover1,0.5> }
   

}


// roof of house  
 
  1. declare houseroof1=difference {
   box {<-1,-floor_thickness_1/2,-1 >,
   <1,floor_thickness_1/2,1 >} 
   
   box {<-0.5,-floor_thickness_1-cutover1,-0.5>, 
   <0.5,floor_thickness_1+cutover1,0.5> }
   

}




  1. declare innerwall1= box{
 <-0.55,0,-1>,<-0.55+wall_thickness_1,1.0,-0.5> 

}


#declare pole1= cylinder

{

<-0.3,-0.05,-0.3>, <-0.3,0.98,-0.3>, 0.03

}


// main railing, second floor ceiling // levek + ca 1m

  1. declare railing1 = union {

cylinder {

<-0.3,0.3,-0.3>, <-0.3,0.3,0.3>, 0.02

}

cylinder {

<-0.3,0.3,0.3>, <0.3,0.3,0.3>, 0.02

}


cylinder {

<0.3,0.3,0.3>, <0.3,0.3,-0.3>, 0.02

}


cylinder {

<0.3,0.3,-0.3>, <-0.3,0.3,-0.3>, 0.02

}


}
    
    
    


  1. declare frame0 = union {
box {

<-0.5,-0.02,0.3-0.02>, <0.5,0.04,0.3+0.02> 

  texture {
  pole_texture_1
     rotate y*90
   }

}

box {

 <-0.5,-0.02,-0.3-0.02>, <0.5,0.04,-0.3+0.02>


  texture {
  pole_texture_1
      rotate y*90
   }

}


box {

<-0.3-0.02,-0.02,-0.5>, <-0.3+0.02,0.04,0.5>  
  texture {
  pole_texture_1
 
   }

}

box {

<0.3-0.02,-0.02,-0.5>, <0.3+0.02,0.04,0.5> 
  texture {
  pole_texture_1
 
   }

}

// translate y*0.1

}
  
  1. declare frame1 = union {

//cylinder //{ box {

<-0.5,-0.04,0.5-0.04>, <0.5,0.04,0.5+0.04>  
 texture {
  pole_texture_1
    rotate y*90
   }
 

}

box {

<-0.5,-0.04,-0.5-0.04>, <0.5,0.04,-0.5+0.04>    
 texture {
  pole_texture_1
   rotate y*90
   } 

}


box {

<-0.5-0.04,-0.04,-0.5>, <-0.5+0.04,0.04,0.5>
  texture {
  pole_texture_1
 
   }

}

box {

<0.5-0.04,-0.04,-0.5>, <0.5+0.04,0.04,0.5>


  texture {
  pole_texture_1
 
   }
 
}
       

} // ... frame1


// railing of second patio level

  1. declare railing2=union{
#local n = -6;
#while (n <  6)
   #local lokax1=n*0.05;
   cylinder {<lokax1,-0.05,0.30>,<lokax1,0.3,0.30>,0.01}


   #local n = n+1;
#end 

texture{
 pigment {color Red}

// pole_texture_1

rotate z*90
}

}



  1. declare railing3=union{
#local n = -6;
#while (n <  10)
   #local lokax1=n*0.05;
   cylinder {<lokax1,0.0,-0.00>,<lokax1,0.0,0.26>,0.005}


   #local n = n+1;
#end 

texture{pole_texture_1

}

}

// for patio roof structure  
  1. declare railing4=union{
#local n = -6;
#while (n <  10)
   #local lokax1=n*0.05;
   cylinder {<lokax1,0.0,-0.05>,<lokax1,0.0,0.22>,0.005}


   #local n = n+1;
#end 

texture{pole_texture_1}

}


// first roof of patio or "inner balcony"
  
  1. declare roof_of_patio_1=difference

{ box { <-0.5,0.995,-0.5><0.5,1,0.5> } box { <-0.29,0.994,-0.3><0.29,1.001,0.3> }

translate y*-0.1
                 

}


  1. declare roof_crown_1=difference

{ box { <-1,1,-1><1,1.1,1> } box { <-0.95,0.95,-0.95><0.95,1.2,0.95> } }


  1. declare door_lokation_x_1=0;
  2. declare door_width_1=0.2;
  3. declare door_height_y_1=0.55;
  4. declare door_base_y_1=cutover1;
  1. declare door_begin_x_1= door_lokation_x_1 - door_width_1/2;
  2. declare door_end_x_1= door_lokation_x_1 + door_width_1/2;
  3. declare door_upper_y_1=door_base_y_1 +door_height_y_1;
  4. declare door_z_delta_1=wall_thickness_1;


  1. declare door_gap_1= box {<door_begin_x_1,door_base_y_1,-door_z_delta_1-cutover1>,<door_end_x_1,door_upper_y_1,+door_z_delta_1+cutover1> }


  1. declare door_gap_0=

union {

   box {<door_begin_x_1,door_base_y_1,-door_z_delta_1-cutover1>,
   <door_end_x_1,door_upper_y_1,+door_z_delta_1+cutover1> }
   cylinder {
    <door_lokation_x_1,door_height_y_1,-door_z_delta_1-cutover1>,<door_lokation_x_1,door_height_y_1,+door_z_delta_1+cutover1>,door_width_1/2
   }
}  
  
  
  
  1. declare window_lokation_x_1=-0.5;
  2. declare window_width_1=0.05;
  3. declare window_height_y_1=0.3;
  4. declare window_base_y_1=0.5;
  1. declare window_begin_x_1= window_lokation_x_1 - window_width_1/2;
  2. declare window_end_x_1= window_lokation_x_1 + window_width_1/2;
  3. declare window_upper_y_1=window_base_y_1 +window_height_y_1;
  4. declare window_z_delta_1=wall_thickness_1+cutover1;


  1. declare window_gap_0= box {<window_begin_x_1,window_base_y_1,-window_z_delta_1-1>,<window_end_x_1,window_upper_y_1,+window_z_delta_1-1> }

// ceilgap, roofcap // roof_gap_1

  1. declare ceil_gap_1= box {

<-0.95,-0.1,0.95>, <-0.5,0.1,0.5> }

  1. declare ceil_gap_2= box {

<-1.1,-0.1,0.95>, <-0.5,0.1,0.5> }



  1. declare ceil_box_1 =difference {

box {<0,0,0>,<1,1,1> }

box {<0.05,0,0.05>,<0.95,0.95,0.95> }

box {<0.4,0,-cutover1>,<0.6,0.8,0.05+cutover1>}

}


  1. declare roof_crown_1=difference

{ box { <-1,1,-1><1,1.1,1> } box { <-0.95,0.95,-0.95><0.95,1.2,0.95> } }



  1. declare stairy1 = 1.00;
  2. declare stairx1 = 1.00;
  3. declare stepz1 = 0.50;
  1. declare stepheight1 = 0.175/3;


  1. local nsteps1 = int(stairy1/stepheight1);
  2. local steph1 = stairy1/nsteps1;
  3. local stepx1 = stairx1/nsteps1;


  1. declare stairs1=union{
#local n = 0;
#while (n <  nsteps1)
 box { <n*stepx1, 0, 0>,<stairx1, steph1-0.01, stepz1>
       translate<0,n*steph1,0>
     }
#local n = n+1;
#end 
texture{house_texture_1}
translate<-2.00,0.00, 0.00>

}



  1. local roofx1=0.52;
  2. local roofy1=0.52;
  1. declare patio_roof_piece_1= polygon {
   4,
   //<-1, -1>, <-1, 1>, <1, 1>, <1, -1>
   <-1, 0>, <-roofx1, roofy1>, <roofx1, roofx1>, <1, 0>
   texture {  
   //pigment {color Red}
     roof_of_patio_texture_1
   }
 
 rotate x*90 
 rotate x*20
 
 
 }


  1. declare slant_patio_roof_base_1=

union {

object {
patio_roof_piece_1 
translate z*-1
}                  

object {
patio_roof_piece_1
rotate y*180
translate z*1
}                  


object {
patio_roof_piece_1 
rotate y*90
translate x*-1
}                  

object {
patio_roof_piece_1
rotate y*-90
translate x*1
}                  
  
 

// translate y*1

 scale 0.5
// scale 100 

}



  1. declare innerwall2=

difference {

box{

 <-0.55,0,-1>,<-0.55+wall_thickness_1,1.0,-0.5> 

}


box{

 <-0.55-cutover1,0+cutover1,-0.8>,<-0.55+wall_thickness_1+cutover1,0.75,-0.6> 

}


}




// generate house




  1. declare house_base_0=difference {
    object {basik1}
    
    object {tunnel1}   
    
    
    

}


// first floor

#declare first_floor_house_base_1=union {

    object {house_base_0}
    


   object {floorceil1
   
       translate y*1
              texture {
       floor_ceil_texture_1
    }
   } 
       
       
         


       object { 
       
       innerwall2 
       
       
       }  
      




       object {
       innerwall1
       
       
       translate x*1
       } 
    
   object {innerwall1
       rotate y*90
       //translate x*1
   }    


   object {innerwall1
       rotate y*-90
       translate z*1
   }   
   // poles
   
   object {
 pole1
    texture {
  pole_texture_1 
  
  rotate x*90
  
}
 }
 

  object {
 pole1
  rotate y*90
    texture {
  pole_texture_1  
  rotate x*90
}
 }
 
   object {
 pole1
  rotate y*180
    texture {
  pole_texture_1  
  rotate x*90
}
 }
 
 
    object {
 pole1
  rotate y*270
    texture {
  pole_texture_1  
  rotate x*90
}
 } 
 

object {

roof_of_patio_1

texture {
//  wood_texture_1
 first_flat_roof_of_patio_texture_1
 

// pigment { color Red }

}

}



object {
stairs1
rotate y*90
rotate y*180


translate z*1.5
translate x*-0.5

// rotate y*90
 
 
 
     texture {
 house_texture_1
 
 
 }

}
 
 
 
 

}



// door and window gaps

#declare first_floor_house_base_2=difference {

    object {first_floor_house_base_1}
    
    
   object { door_gap_0 
   translate z*-1
   
   }    
   
   
       object { door_gap_0 
   translate z*-0.5
   }
    
          object { door_gap_0 
   translate z*0.5 
   }
   
  
    object { door_gap_0 
   
   translate z*0.5 
      
   rotate y*90
   }
  
  
               object { door_gap_0 
   translate z*0    
   rotate y*-90
   }
     
 
     
  
  /*  
   object {
   window_gap_0
  // translate z*-1
   rotate y*-90
   
   }  
    
       object {
   window_gap_0
   translate x*0.8
  // translate z*-1
   rotate y*-90
   
   } 
    */
    
   
   object {
       ceil_gap_1
       rotate y*1  
   
       translate y*1 
       
       translate z*-0.5
       
       }
    

}


  1. declare first_floor_house_base_3 = union

{

  object {
  first_floor_house_base_2
  
  }


        object {floor1
    
       texture {
    floor_texture_1
    }
    
    }    
    
     
     // door... ...
     
    object {
    door_gap_0  
    scale <1.0,1.0,0.1> 
  //  rotate y*25
     translate z*-0.97
     translate x*-0.0
     
   texture {  
     //  Tom_Wood
      T_Wood17
      // Tan_Wood
       scale 0.001
       rotate x*90
       
       
       normal      
       
       
   { gradient x 1
       slope_map
       { [0 <0, 1>] // 0 height, strong slope up
     [.05 <1, 0>] // maximum height, horizontal
     [.95 <1, 0>] // maximum height, horizontal
     [1 <0, -1>] // 0 height, strong slope down
       }
   scale 0.03
   }
     
   }      


    }
    
    
    

}



// second floor ....

#declare second_floor_house_base_1=union {

    object {house_base_0}
    


    object {
//roof_of_patio_1
  
 slant_patio_roof_base_1  
  
  translate y*1
  translate y*0.062
  
  
texture {
 //pigment {color Red}
  roof_of_patio_texture_1
}

}



 // inner walls of sekond
        
        
   object {
       innerwall1
       }  
     
     
       object {
       innerwall1
       
       
       translate x*1
       } 
    
   
   
   object {innerwall2
       rotate y*90
       //translate x*1
   }    


   object {innerwall1
       rotate y*-90
       translate z*1
   }   
     
   
// poles
   
   
   object {
 pole1
    texture {
  pole_texture_1 
  rotate x*90
}
 }
 

  object {
 pole1
  rotate y*90
    texture {
  pole_texture_1  
  rotate x*90
}
 }
 
   object {
 pole1
  rotate y*180
    texture {
  pole_texture_1 
  rotate x*90
}
 }
 
 
    object {
 pole1
  rotate y*270
    texture {
  pole_texture_1  
  rotate x*90
}
 } 
 



 object {
 
 railing1
   texture {
  pole_texture_1  
  
  rotate x*90
  
   }
 
 }
 
   

 
 
                
    object {
 
 frame0
 
  // texture { 
   
   
 // pole_texture_1
 //  }
    
    
    
translate y*-0.05
 }
          
                   
    object {
 
 frame1
   
//   texture {
 // pole_texture_1
 //  }
 
 translate y*-0.04
 }
  
  
     object {
 
 frame0

//   texture {
//  pole_texture_1
 //  }
 
 translate y*0.92
 }
          
          
          
  
  
     object {
 
 frame1
//   texture {
 // pole_texture_1
 //  }
 
 translate y*0.92
 }  
 
   
 
  object {
  railing2
       texture {
  pole_texture_1
   }
  }  
 
 
    object {
  railing2  
  rotate y*90
       texture {
  pole_texture_1
   }
  }  
 
 
 
    object {
  railing2   
  
  rotate y*-90
       texture {
  pole_texture_1
   }
  }  
 
 
    object {
  railing2    
  rotate y*180
       texture {
  pole_texture_1
   }
  } 
   
   
  
    //  neeew 1  
 
 // lower stucture of 2 floor patio ceiling 
    
  union 
  {  
    
      object {
  railing4 
    
    
    
  rotate x*-20
 
  translate z*0.3
  translate y*0.98
  
  // jn warning
  
  //rotate x*20
  
 
       texture {
  pole_texture_1
   }
  
  
  } 
   
  
    
      object {
  railing4 
    rotate x*-20
    
  translate z*0.3
  translate y*0.98
    rotate y*90


 
       texture {
  pole_texture_1
   }
  
  
  } 
     
 
        object {
  railing4 
   rotate x*-20
    
  translate z*0.3
  translate y*0.98
    rotate y*-90


 
       texture {
  pole_texture_1
   }
  
  
  } 
    
 
 
         object {
  railing4 
  
  rotate x*-20   
  translate z*0.3
  translate y*0.98
    rotate y*180


 
       texture {
  pole_texture_1
   }
  
  
  }    
  
  
  
  
    
    translate y*0
   }
   
   // block 0.98
   
  
     // first
   
  union { 
  
      object {
  railing3 
  
               
               
//  rotate x*90
  translate z*0.3
  translate y*-0.05
  

 
       texture {
  pole_texture_1
   }
  
  
  } 
   
   
   
   
   
    
      object {
  railing3 
  
    
  translate z*0.3
  translate y*-0.05
    rotate y*90


 
       texture {
  pole_texture_1
   }
  
  
  } 
     
 
        object {
  railing3 
  
    
  translate z*0.3
  translate y*-0.05
    rotate y*-90


 
       texture {
  pole_texture_1
   }
  
  
  } 
    
 
 
         object {
  railing3 
  
    
  translate z*0.3
  translate y*-0.05
    rotate y*180


 
       texture {
  pole_texture_1
   }
  
  
  }  
     
    translate y*0.04   
    
   // translate y*-0.3  
   }      
         
  
//.. pole stuff   
  
  
  
  
  
  
// roof structures
   
 
 object {
 ceil_box_1
 scale 0.5
            
 //rotate y*-90
            
 translate y*1
 
 translate x*0.5
   
 translate z*0.5
 
 texture {
 house_texture_1
 
 
 }
 
 }

   
 
 
 
object {

roof_crown_1
  texture {
 house_texture_1
                
 // jn debug
                
 //translate y*0.5
 
 
 }

}


  object {

roof_crown_1 

 scale <0.5,1,0.5>
 
  texture {
 house_texture_1
 
 
 }

}
   
   

object {
stairs1

//rotate y*180

translate z*0.5
translate x*2


     texture {
 house_texture_1
 
 
 }

}
 
 
 

}



// door and window gaps

#declare second_floor_house_base_2=difference {

    object {second_floor_house_base_1}
    
   /* 
   object { door_gap_0 
   translate z*-1
   } 
   */
   
       object { door_gap_0 
   translate z*-0.5
   }
   
          object { door_gap_0 
   translate z*0.5 
   }
   
      
      
             object { door_gap_0 
   translate z*0.5    
   rotate y*90
   }
      
      /*
  
               object { door_gap_0 
   translate z*0.5    
   rotate y*-90
   }
        
        */
    
   object {
   window_gap_0
  // translate z*-1
   rotate y*-90
   
   }  
    
       object {
   window_gap_0
   translate x*0.8
  // translate z*-1
   rotate y*-90
   
   } 
   
   
   
   
   
      object {
   window_gap_0
  // translate z*-1
   rotate y*90
   
   }  
    
       object {
   window_gap_0
   translate x*0.8
  // translate z*-1
   rotate y*90
   
   } 
    
   
   
   
             object {
               ceil_gap_1  
   
               translate y*1
               translate x*1.6
           }   
   
   
   
   
   


}



  1. declare second_floor_house_base_3 = union

{


  object {
  second_floor_house_base_2
   translate y*-0.1
  }    
   
 
   
  
   // ceil of sekond
   
    difference {
    
      object {
       houseroof1
         
          
       translate y*0.95
           texture {
               ceil_texture_1
           }  
           
          }
          
           object {
               ceil_gap_2  
   
               translate y*1
               translate x*1.6
           }    
           
   }       
        
     
        
        
     

}




  1. declare house_base_3 = union

{


   object {
   
       first_floor_house_base_3
       }    
 
    
     
   
 object {
   second_floor_house_base_3
   translate y*1
 
 }
     
  

}




  1. declare house_1=difference

{

     object {house_base_3 
     
             texture {
      
      house_texture_1
      }
          
          
          
          
          
     }
    


  1. declare cutheight1=5.1;


   // debug  cut!
   box {
   
       <-1.2,cutheight1,-1.2>,<5.2,5.2,5.2> 
      
 //   <-4,-4,-4>, <4,4,0.75>  
      
       texture 
           {
           pigment {
               color Brown
               }
           }
   
       }  
   
   
   

}



object {

house_1



scale <50,40,50>


rotate y*30

}





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w:en:Creative Commons
attribution share alike
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