// // Diesen Wuerfel habe ich mal auf der Drehbank gemacht. // Dummerweise IST KEIN 3D programm in der Lage DIESEN // wuerfel dreidimensional abzubilden. Bis auf POVRAY // // (C) by Wolfgang Hurst // #include "colors.inc" #include "textures.inc" #include "skies.inc" // Wir Definieren die Aussparung #declare s1 = cylinder { <-15,0,0>, <-2,0,0>, 35 } #declare s2 = cylinder { <-14,0,0>, <7,0,0>, 24 } #declare s3 = cylinder { <-13,0,0>, <14,0,0>, 15 } #declare s = union { object { s1 } object { s2 } object { s3 } } camera { location <70, 70, -280> look_at <0, 80, 0> } light_source { <150, 250, -250> color White } light_source { <-150, 250, -150> color White } light_source { <0, 150, -100> color White } #declare Sky = sky_sphere { S_Cloud3 } #declare Plane= plane { <0,1,0>, -0 texture { pigment { crackle color_map { [ 0.0 color rgb<0.356, 0.321, 0.274> ] [ 0.1 color rgb<0.611, 0.500, 0.500> ] [ 0.4 color rgb<0.745, 0.623, 0.623> ] [ 1.0 color rgb<0.837, 0.782, 0.745> ] } warp { turbulence 0.6 } sine_wave scale 20 } finish { ambient 0.4 diffuse 0.3 specular 0.1 reflection { 0.2, 0.6 fresnel on } conserve_energy } } } //fog { distance 100 color rgbf <0,0,0,0.2> fog_type 2 fog_offset 40 fog_alt 1 } // der wuerfel #declare InboundCube = union { object { difference { box { <-39, -39, -39> <39, 39, 39> } object { s rotate <0, 0, 0> translate <-25, 0 , 0> } object { s rotate <0, 0, 180> translate <25, 0 , 0> } object { s rotate <0, 0, 90> translate <0, -25 , 0> } object { s rotate <0, 0, -90> translate <0, 25 , 0> } object { s rotate <0, 90, 0> translate <0, 0 , 25> } object { s rotate <0, -90, 0> translate <0, 0 , -25> } } rotate <0, 45, 0> rotate <0, 0, 55.05> translate <0, 69.28, 0> // drehung translate <0, 60, 0> // stiellaenge } cylinder { <0,0,0>, <0,5,0>, 60 } // Sockel cone { <0,5,0> 60, <0,8,0>, 57 } // fase cylinder { <0,0,0>, <0,67,0>, 4 } // stiel texture { Gold_Metal } finish { ambient 0.4 diffuse 0.8 reflection 0.2 specular 0.2 phong 0.8 } } // Der Outbound Wuerfel #declare OutCutter = difference { box { <-13, -40, -40>, <13, 40, 40> } cylinder { <-15, 0, 0>, <15, 0, 0>, 39 } } #declare OutboundCube = union { object { difference { box { <-39, -39, -39> <39, 39, 39> } object { OutCutter rotate <0, 0, 0> translate <-27, 0 , 0> } object { OutCutter rotate <0, 0, 0> translate <27, 0 , 0> } object { OutCutter rotate <0, 0, 90> translate <0, 27 , 0> } object { OutCutter rotate <0, 0, 90> translate <0, -27 , 0> } object { OutCutter rotate <0, 90, 0> translate <0, 0 , 27> } object { OutCutter rotate <0, 90, 0> translate <0, 0 , -27> } } rotate <0, 45, 0> rotate <0, 0, 55.05> translate <0, 49.28, 0> // drehung translate <0, 60, 0> // stiellaenge } union { cylinder { <0,0,0>, <0,5,0>, 45 } // Sockel cone { <0,5,0> 45, <0,8,0>, 42 } // fase cylinder { <0,0,0>, <0,67,0>, 3 } // stiel } texture { Chrome_Metal } finish { ambient 0.2 diffuse 0.7 reflection 0.2 phong 0.8 } } // Ein Cylindrischen Spiegel nach hinten stellen, zum gucken #declare MirrorBall1 = object { sphere { <0, 0, 250>, 150 } texture { //Mirror pigment { color White } finish { ambient 0.1 diffuse 0.2 reflection 0.6 phong 0.2 } } } sky_sphere { Sky } object { Plane } object { InboundCube translate <-70, 0, 0> } object { OutboundCube translate <70, 0, 0> } object { MirrorBall1 }