File:Mud brick house many rooms courtyard one floor only 1.png
Original file (1,600 × 1,200 pixels, file size: 2.53 MB, MIME type: image/png)
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Summary
[edit]DescriptionMud brick house many rooms courtyard one floor only 1.png |
English: Mud brick house, many rooms and courtyard, one floor only |
Date | |
Source | Own work |
Author | Merikanto |
Povray 3.7 source code
//
// povray 3.7
//
// multi room mudbrick house
// w/ inner court
// one floor only
//
// 1.5.2021 v 0000.0001a
//
- include "colors.inc"
- include "textures.inc"
- include "stones.inc"
- include "stones1.inc"
- include "woods.inc"
- include "rand.inc"
camera
{
// location <0,2,0>
// location <-0.8,-0.9,0>
location <0,5,-5>*20
// location <0,150,0>
look_at <0,0,0>
}
// sun
light_source {
<1000,2000,1000>
color rgb White
}
// 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 rgb <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 10000
}
// 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
}
normal { bumps 0.75 scale 0.015}
finish { phong 0.1 }
}
}
- 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>;
- declare btranslate1 = <0.0, 0.025,-0.0>;
- declare bintensity1 = 0.10;
//--------------------------------------
- declare house_texture_1 =
texture{ pigment{ color rgb< 0.90, 0.78, 0.60>}
normal { pigment_pattern{
brick
color rgb 0.1,
color rgb 0.9
scale bscale1
translate btranslate1
rotate<0,0,0>}
bintensity1
}
finish { diffuse 0.9 phong 0.1}
scale 0.25
}
- declare floor_texture_1=
texture {
//pigment {color Red}
T_Stone1
scale 0.05
normal {
brick
//granite
scale 0.05
}
}
- declare roof_of_patio_texture_1=
texture {
//pigment {color Brown}
// Tom_Wood
Tan_Wood
//T_Stone1
scale 0.0001
normal {
//brick
granite
scale 0.05
}
}
- declare house_tihickness_1=0.5;
- declare floor_thickness_1=0.05;
- declare cutover1=0.0001;
- declare inner_size_1=0.5;
- declare outer_size_1=1;
- declare wall_thickness_1=0.05;
- declare inner_wall_size_1=1-0.05;
- declare outer_wall_size_1=1+0.05;
- declare inner_tunnel_size_1=inner_size_1+wall_thickness_1;
- declare outer_tunnel_size_1=1-wall_thickness_1;
- declare house_size_1=20;
- declare basik1=difference {
box {<-1,0,-1>,<1,1,1>}
box {<-inner_size_1,-0.001,-inner_size_1>,<inner_size_1,outer_size_1+cutover1,inner_size_1> }
// texture {house_texture_1}
// scale house_size_1
// translate house_size_1/2
}
- declare tunnel1=difference {
box {<-outer_tunnel_size_1,-outer_tunnel_size_1,-outer_tunnel_size_1 >,<outer_tunnel_size_1,outer_tunnel_size_1,outer_tunnel_size_1 >}
box {<-inner_tunnel_size_1,-cutover1,-inner_tunnel_size_1>, <inner_tunnel_size_1,1-wall_thickness_1,inner_tunnel_size_1> }
// texture {house_texture_1}
// scale house_size_1
// translate house_size_1/2
}
// floor
- 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
- declare floorceil1=difference {
box {<-outer_tunnel_size_1,-floor_thickness_1,-outer_tunnel_size_1 >,
<outer_tunnel_size_1,floor_thickness_1,outer_tunnel_size_1 >}
box {<-inner_tunnel_size_1,-floor_thickness_1-cutover1,-inner_tunnel_size_1>,
<inner_tunnel_size_1,floor_thickness_1+cutover1,inner_tunnel_size_1> }
}
- declare innerwall1= box{
<-0.55,-1,-1>,<-0.55+wall_thickness_1,1,-0.5>
}
#declare pole1= cylinder
{
<-0.3,-1,-0.3>, <-0.3,1,-0.3>, 0.02
}
- declare roof_of_patio_1=difference
{
box { <-0.5,0.995,-0.5><0.5,1,0.5> }
box { <-0.3,0.994,-0.3><0.3,1.001,0.3> }
}
- 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> }
}
- declare door_lokation_x_1=0;
- declare door_width_1=0.2;
- declare door_height_y_1=0.7;
- declare door_base_y_1=0.005;
- declare door_begin_x_1= door_lokation_x_1 - door_width_1/2;
- declare door_end_x_1= door_lokation_x_1 + door_width_1/2;
- declare door_upper_y_1=door_base_y_1 +door_height_y_1;
- declare door_z_delta_1=wall_thickness_1+cutover1;
- declare door_gap_0= 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> }
- declare window_lokation_x_1=-0.5;
#declare window_width_1=0.1;
- declare window_height_y_1=0.4;
- declare window_base_y_1=0.5;
- declare window_begin_x_1= window_lokation_x_1 - window_width_1/2;
- declare window_end_x_1= window_lokation_x_1 + window_width_1/2;
- declare window_upper_y_1=window_base_y_1 +window_height_y_1;
- declare window_z_delta_1=wall_thickness_1+cutover1;
- 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> }
- declare ceil_gap_1= box {
<-0.95,-0.05,0.95>, <-0.7,0.05,0.7>
}
- 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>}
}
- 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> }
}
- declare stairy1 = 1.00;
- declare stairx1 = 1.00;
- declare stepz1 = 0.50;
- declare stepheight1 = 0.175/4;
- local nsteps1 = int(stairy1/stepheight1);
- local steph1 = stairy1/nsteps1;
- local stepx1 = stairx1/nsteps1;
- 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>
}
// generate house
- declare house_base_0=difference {
object {basik1}
object {tunnel1}
}
// floor, inner wall
#declare house_base_1=union {
object {house_base_0}
object {floor1}
/*
object {floorceil1
translate y*1
}
*/
object {
innerwall1
}
object {
innerwall1
translate x*1
}
object {innerwall1
rotate y*90
//translate x*1
}
object {innerwall1
rotate y*-90
translate z*1
}
object {
pole1
texture {
roof_of_patio_texture_1
}
}
object {
pole1
rotate y*90
texture {
roof_of_patio_texture_1
}
}
object {
pole1
rotate y*180
texture {
roof_of_patio_texture_1
}
}
object {
pole1
rotate y*270
texture {
roof_of_patio_texture_1
}
}
object {
roof_of_patio_1
texture {
roof_of_patio_texture_1
}
}
object {
ceil_box_1
scale 0.5
//rotate y*-90
translate y*1
translate x*-1
translate z*0.5
texture {
house_texture_1
}
}
object {
roof_crown_1
texture {
house_texture_1
}
}
object {
roof_crown_1
scale <0.5,1,0.5>
texture {
house_texture_1
}
}
object {
stairs1
rotate y*180
translate z*1
translate x*-2
texture {
house_texture_1
}
}
}
// door and window gaps
#declare house_base_2=difference {
object {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 {
ceil_gap_1
translate y*1
}
}
- declare house_1=difference
{
object {house_base_2
texture {
house_texture_1
}
}
- declare cutheight1=3.9;
// debug cut!
box {
<-1.2,cutheight1,-1.2>,<5.2,5.2,5.2>
texture
{
pigment {
color Brown
}
}
}
}
object {
house_1
scale <35,30,35>
rotate y*--30
}
Licensing
[edit]- 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.
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Date/Time | Thumbnail | Dimensions | User | Comment | |
---|---|---|---|---|---|
current | 09:05, 1 May 2022 | 1,600 × 1,200 (2.53 MB) | Merikanto (talk | contribs) | Uploaded own work with UploadWizard |
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