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

Example Graphics

(low quality jpg-image only)
stackernight

Example file (stackernight.pov):

// Persistence Of Vision raytracer version 3.5 sample file.
//
// Features pseudo-Gaussian distribution and use of trace function
// Scene concept and collision algorithm by Greg M. Johnson 2001
// Textures by Gilles Tran
// ------------------------------
// This file creates piles of cubes
// The cubes are generated using a collision detection algorithm
// and the cubes rotations and positions are written to a file called "stacks.inc"
// If you want to run the script a second time without re-generating this file (and thus save on parsing time)
// just uncomment the #declare WriteFile=false line below
// ------------------------------
// THIS SCENE USES RADIOSITY
// ------------------------------
// Stats on a PIII 733 @ 640*480, default antialiasing
// Parsing time with WriteFile=true : 1 min
// Tracing time : >2h min
// Peak memory : 207 Mb
// ------------------------------
#declare WriteFile=true; // turns on the generation of the stacks and write them to a file
#declare WriteFile=false; // turns off the generation of the file, just read them from the previous file
// ------------------------------
// choose a number of cubes (has no effect unless WriteFile=True)
// large n values give long parsing time
#declare num=400;
//#declare num=10;
//#declare num=5;
// ------------------------------

// ------------------------------
#include "colors.inc"
#include "functions.inc"
#include "textures.inc"
#include "metals.inc"

global_settings{
radiosity{
pretrace_start 1
pretrace_end 1
count 400
// count 50 // use this for tests
recursion_limit 1
nearest_count 4
gray_threshold 0
error_bound 0.01
// error_bound 0.1 // use this for tests
brightness 2
}
}

// ------------------------------
// Set settings : radiosity only
// ------------------------------
#declare CamLoc=<0,7,-21>;
#declare CamEye=<0,4.5,-10>;
#declare CamSky=y;
#declare AspectRatio=4/3;
#declare CamZoom=1;

camera {
location CamLoc
direction z*CamZoom
right x*AspectRatio
look_at CamEye
}

plane{y,0 texture{pigment{White} finish{ambient 0 diffuse 1}}}

// ------------------------------
// centers the text
// ------------------------------
#macro centertext(Text)
#local MinText=min_extent(Text);
#local MaxText=max_extent(Text);
translate -(MinText+(MaxText-MinText)/2)
#end

// ------------------------------
// creates the cube
// ------------------------------
#macro unitbox()
union{
#local COL=<0.5+rand(rd)*0.5,0.5+rand(rd)*0.5,0.5+rand(rd)*0.5>;
difference{
box{<-0.5,-0.5,-0.5>,<0.5,0.5,0.5>}
box{<-0.45,-0.45,-1>,<0.45,0.45,1>}
box{<-1,-0.45,-0.45>,<1,0.45,0.45>}
box{<-0.45,-1,-0.45>,<0.45,1,0.45>}
txtBox(COL)
}
box{-0.45,0.45 texture{pigment{White} finish{ambient 0 diffuse 1}}}
#declare Font="cyrvetic"
#declare sFont=<0.76,0.76,0.05>;
#local P=text { ttf Font "P" 1, 0 scale sFont}
#local O=text { ttf Font "O" 1, 0 scale sFont}
#local V=text { ttf Font "V" 1, 0 scale sFont}
#local R=text { ttf Font "R" 1, 0 scale sFont}
#local A=text { ttf Font "A" 1, 0 scale sFont}
#local Y=text { ttf Font "Y" 1, 0 scale sFont}
union{
object{P centertext(P) translate -0.5*z rotate y*90 txtBox(COL)}
object{O centertext(O) translate -0.5*z txtBox(COL)}
object{V centertext(V) translate -0.5*z rotate -90*y txtBox(COL)}
object{R centertext(R) translate -0.5*z rotate 180*y txtBox(COL)}
object{A centertext(A) translate -0.5*z rotate 90*x txtBox(COL)}
object{Y centertext(Y) translate -0.5*z rotate -90*x txtBox(COL)}
}

}
#end

// ------------------------------
// cube texture
// ------------------------------
#declare rd=seed(0); // color random stream
#local sc1=0.2;
#local sc2=1;
#macro txtBox(COL)
texture{
pigment { rgb }
finish{ambient 1 diffuse 0}
}
#end


// ------------------------------
// scene
// ------------------------------
#if (WriteFile)
#include "makestacks.inc" // calls the stacking routine
#end
#include "stacks.inc" // place the cubes


© Copyright PD Dr. S. Immel