TUD Organische ChemieImmelGraphicsPovray 3.5qtvrpanoramaView or Print this frame onlyView or Print (this frame only)

Example Graphics

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qtvrpanorama

Example file (qtvrpanorama.pov):

// Persistence Of Vision Ray Tracer Scene Description File
// File: qtvrPanorama.pov
// Vers: 3
// Desc: Show how to design a QuickTime VR panoramic movie file.
// After rendering this at 384x1248, you need to use
// Apple's free application "Make QTVR Panorama" to
// turn it into a panorama movie that can be displayed with
// Apple's QTVR Player.
//
// If you want better resolution, try any multiple of 4
// for width, and multiple of 96 for height. A good
// high resolution QTVR scene would be 756x2016.
//
// This scene is just a quick proof-of-concept, not a
// full-fledged Myst environment!
// Date: 02/22/1998
// Auth: Eduard Schwan
// Camera Enhancements: Stephen Andrusyszyn, balalaika@earthlink.net
//

#version 3.5;

#include "colors.inc"
#include "metals.inc"

global_settings
{
assumed_gamma 1.0
max_trace_level 5
}

// ----------------------------------------
camera
{
// Create a 360 degree camera view on its side
cylinder 2 // sideways cylinder camera (along X axis)
angle 360 // full 360 degree view

right 1*x
up 1/3*y // wider angle
sky +x // orient camera on its side (90 deg. CCW) for QTVR Pano tool
location <0.0, 0.0, 0.0>
look_at <0.0, 0.0, 1.0>
}


// ----------------------------------------
sky_sphere
{
pigment
{
average
pigment_map
{
[ gradient y // gradient sky
color_map { [0.0 color blue 0.2] [1.0 color rgb 1] } ]
[ bozo turbulence 0.7 scale <0.5,0.1,0.5> // and clouds
color_map { [0.7 rgbf <0.8,0.8,1,1>] [0.8 color rgbf <0.5,0.5,0.5,0.8>] [1.0 rgb 1]} ]
}
}
}

// ----------------------------------------
#declare LightPosition = <-100, 50, -50>;
#declare LightShape = sphere
{
0, 6
texture { pigment {rgb <1,0.8,0.2>} finish {ambient 1 diffuse 0} }
}

light_source
{
0*x // light's position (translated below)
color rgb 1
looks_like {LightShape} // yellow sun
translate LightPosition
}


// ----------------------------------------
plane
{
y, -1
texture
{
pigment
{
agate scale 2
color_map {[0.05 rgb <0.3,0.05,0>] [0.1 rgb <.5,.3,.1>] [0.2 green 0.3]}
}
normal {wrinkles 0.2 scale 0.1}
finish {ambient 0.2 specular 0.1 roughness 0.2}
}
}

// ----------------------------------------
// glass sphere (-z)
sphere
{
0, 2
translate <0,1,-6>
texture
{
pigment {color rgb <0.5,1,1> filter 0.9}
finish
{
specular 0.5
irid { 0.4 thickness 0.2 turbulence 0.7 }
}
}
interior { ior 1.4 }
}

// ----------------------------------------
// little marble (-x)
sphere
{
0, 0.5
texture
{
pigment{radial frequency 8 rotate 30*x}
finish{specular 0.8}
}
translate <-3, -0.5, 0.5>
}

// ----------------------------------------
// tower of torii (+7x)
#declare tc = 0;
#while (tc < 5)
torus
{
1, 0.5 rotate 90*x
rotate (tc*20)*y
translate <12,tc*2,3>
texture
{ T_Brass_1C }
}
#declare tc = tc+1;
#end

// ----------------------------------------
// Gazebo in center, that we look out from (0)
// first, a rounded square +/-Z bore
#declare CylinderCluster = union
{
cylinder {-z,+z,1}
cylinder {-z,+z,1 translate -x-y}
cylinder {-z,+z,1 translate +x-y}
cylinder {-z,+z,1 translate -x+y}
cylinder {-z,+z,1 translate +x+y}
scale <0.4, 0.4, 1.1>
}

// now a box with the above cylinder set bored through it
#declare HollowBox = intersection
{
box {-1, +1}
object {CylinderCluster inverse}
object {CylinderCluster rotate 90*y inverse}
object {CylinderCluster rotate 90*x inverse}
}

#declare HBTex = texture
{
pigment
{
crackle turbulence 0.3 scale 0.2 rotate 20*y
// color_map {[0.05 red 0.1] [0.1 rgb <.8,.6,.4>] [0.3 rgb 0.7]}
color_map {[0.05 blue 0.1] [0.1 rgb <.4,.6,.8>] [0.3 rgb 0.7]}
}
normal
{
crackle turbulence 0.3 scale 0.2 rotate 20*y bump_size 0.4
}
finish { ambient 0.2 specular 0.5 roughness 0.1 }
}

object { HollowBox texture{HBTex} }

// ----------------------------------------
// another gazebo off in the distance (+z)
object { HollowBox texture{HBTex} rotate 60*y translate 4*z}


© Copyright PD Dr. S. Immel