// see /usr/lib/povray3/povscn/level3/... // Influenz-Maschine nach Aresti // clock = 0..360 // use CPP -P for switching Funken on/off #version 3.0 // global_settings { assumed_gamma 2.2 } // x=rechts y=oben z=hinten //aresti.pov Statistics, Resolution 320x240 +Q9 +A 1m35s P500 //Pixels: 77120 Samples: 136568 Smpls/Pxl: 1.77 //Rays: 1170413 Saved: 60665 Max Level: 5/5 // genau aufliegende Objekte vermeiden! besser eintauchen oder schweben // fuer klare reflektions-Kriterien // THIS FILE CAN BE INCLUDED BY VIDEO.POV ADDING MOVING OBJECTS // following declarations are used in VIDEO.POV = animations // Funken (violett,temporaer (wenig leuchtend, no_shadow)) #declare TFunk1 = texture { pigment {color rgb<1,0.5,1>} finish { diffuse 1 phong 1 } } #declare Funke1 = object { cylinder { <0,0.5,0>,<0,-0.5,0>,0.1 texture {TFunk1} no_shadow translate <-4.1,0,-10> } } // object { Funke1 } // for switching Funke1 on! #declare LadP = object { sphere { <0,0,0>,0.2 texture { pigment {color rgb<1,0,0>} finish {phong 1} } no_shadow } } // Ladungen rechtePlatte=blau linkePlatte=rot #declare LadM = object { sphere { <0,0,0>,0.2 texture { pigment {color rgb<0,0,1>} } no_shadow } } // Disk von 0.50-0.56 (Ladungen aufgelegt!) #declare LP1 = object { LadP translate <0.76,8,0> rotate < 0+clock,0,0> } #declare LP2 = object { LadP translate <0.76,8,0> rotate < 60+clock,0,0> } #declare LP3 = object { LadP translate <0.76,8,0> rotate <120+clock,0,0> } #declare LP4 = object { LadP translate <0.76,8,0> rotate <180+clock,0,0> } #declare LP5 = object { LadP translate <0.76,8,0> rotate <240+clock,0,0> } #declare LP6 = object { LadP translate <0.76,8,0> rotate <300+clock,0,0> } #declare LM1 = object { LadM translate <0.76,8,0> rotate < 0+clock,0,0> } #declare LM2 = object { LadM translate <0.76,8,0> rotate < 60+clock,0,0> } #declare LM3 = object { LadM translate <0.76,8,0> rotate <120+clock,0,0> } #declare LM4 = object { LadM translate <0.76,8,0> rotate <180+clock,0,0> } #declare LM5 = object { LadM translate <0.76,8,0> rotate <240+clock,0,0> } #declare LM6 = object { LadM translate <0.76,8,0> rotate <300+clock,0,0> } #declare LC1 = object { LadM translate <-1.8, 2.4,0> rotate < 0,0,0> translate <0, 7,0> } #declare LC2 = object { LadP translate <-1.8,-2.4,0> rotate < 0,0,0> translate <0,-7,0> } #declare LC3 = object { LadM translate <-1.8, 2.4,0> rotate < 30,0,0> translate <0, 7,0> } #declare LC4 = object { LadP translate <-1.8,-2.4,0> rotate < 30,0,0> translate <0,-7,0> } #declare LC5 = object { LadM translate <-1.8, 2.4,0> rotate <-30,0,0> translate <0, 7,0> } #declare LC6 = object { LadP translate <-1.8,-2.4,0> rotate <-30,0,0> translate <0,-7,0> } //object { LP4 } // effect //object { LP5 } // effect //object { LM1 } // effect //object { LM2 } // effect //object { LC1 } // effect //object { LC2 } // effect //object { LC3 } // effect //object { LC4 } // effect //object { LC5 } // effect //object { LC6 } // effect // ---------------------------------------------------------------- // Camera definition (von drehend-vorn-rechts-hinten / oben ) camera { location < 30,0,-11> sky <0,0,-1> look_at <0,0,2> rotate <0,0,45> } //camera { location <5,5,-30> sky <-1,0,0> look_at <0,0,2> } background { color rgb<0.4,0.6,0.8> } // infinite plane //plane { z,15 // pigment{ // // checker color rgb<0,1,1> rgb<1,0,0> scale 4 // color rgb<0.5,0.25,0.25> } //} // finite plane box { <-200,-200,14.9>,<200,200,30> pigment{ color rgb<0.5,0.25,0.25> } } // licht von oben 2 vorn + 1 hinten light_source { < 400, 100, -500> color rgb 1 } light_source { < 400,-100, -500> color rgb 1 } light_source { <-400, 0, -500> color rgb 1 } // ----------------------------------------------------- // rotate < 0, 0, 0> // translate <0, 0, 0> // Metall-Sektoren // #declare TM1 = texture { Brushed_Aluminum } // only povray 3.0 // #declare TM1 = texture { Silver_Texture } #declare TM1 = texture { pigment { color rgb<0.93,0.95,0.97> } finish { // metallic ambient 0.25 diffuse 0.65 reflection 0.45 metallic ambient 0.45 diffuse 0.85 reflection 0.25 brilliance 6 phong 1 phong_size 100 } } // metal-2 Metallstaebe // #declare TM2 = texture { Silver1 } #declare TM2 = texture { pigment { color rgb<0.93,0.94,0.90> } finish { metallic ambient 0.25 diffuse 0.65 reflection 0.45 brilliance 6 phong 1 phong_size 100 } } // Kurbel+Achse #declare TM3 = texture { pigment { color rgb<0.5,0.5,0.4> } finish { metallic ambient 0.25 diffuse 0.65 reflection 0.25 phong 0.5 } } // Kohlebuersten #declare TK1 = texture { pigment { color rgb<0,0,0> } finish { metallic ambient 0 diffuse 0 reflection 0.25 phong 0.5 } } // Probably more of a "Plexiglas" than glass #declare TGlass2 = texture { pigment { color rgbf 1 } finish { ambient 0 diffuse 0 reflection 0.5 refraction 0.85 ior 1.5 phong 0.3 phong_size 60 } } // An excellent lead crystal glass! #declare TGreen_Glass = texture { pigment { color rgbf <0.8, 1, 0.95, 0.9> } finish { ambient 0.1 diffuse 0.1 reflection 0.1 refraction 0.9 ior 1.45 specular 0.8 roughness 0.0003 phong 1 phong_size 400 } } // Shiny creates a small, tight highlight on the object's surface #declare Shiny1 = finish {specular 1 roughness 0.001} #declare TGlass1 = texture { pigment {color rgb 1 filter 0.7} finish { Shiny1 ambient 0 diffuse 0 reflection 0.1 refraction 1 ior 1.5 } } // Gestellmaterial // #declare MyTex1 = texture { Yellow_Glass } // only povray 3.0 #declare MyTex1 = texture { TGlass2 } // --- isolierende durchsichtige Scheibe // #declare MyTex2 = texture { Dark_Green_Glass } // only povray 3.0 #declare MyTex2 = texture { TGreen_Glass } // Gestell beliebigen Materials box { < 4,-3,-3>, < 5, 3,15> texture {MyTex1} } box { <-4,-3,-3>, <-5, 3,15> texture {MyTex1} } // hoch isolierende Plattenhalterung box { <-4.1,-8,-1>, <-2.6, 8, 1> texture {MyTex1} } // Funkenstaebe I1 und I2 aus Metall cylinder { <-4.1,-7,0>,<-4.1,-1,-10>,0.2 texture {TM2} } cylinder { <-4.1, 7,0>,<-4.1, 1,-10>,0.2 texture {TM2} } cylinder { <-4.1,-7,0>,<-2.5,-7,0>,0.2 texture {TM2} } cylinder { <-4.1, 7,0>,<-2.5, 7,0>,0.2 texture {TM2} } // Funkenkugeln I1 und I2 aus Metall sphere { <-4.1,-1,-10>,0.5 texture {TM2} } sphere { <-4.1, 1,-10>,0.5 texture {TM2} } // Kondensatorplatten I1 und I2 aus Metall cylinder { <-2.5,0,0>,<-2,0,0>,2.5 texture {TM2} translate < 0,-7, 0> } cylinder { <-2.5,0,0>,<-2,0,0>,2.5 texture {TM2} translate < 0, 7, 0> } // leitende Verbindungsstangen I1+I2 nach vorn // besser mit Knickpunkten??? cylinder { <-2.5, 7, 0>,<-2.5, 7,-8>,0.2 texture {TM2} } cylinder { <-2.5,-7, 0>,<-2.5,-7, 8>,0.2 texture {TM2} } cylinder { <-2.5, 7,-8>,< 2.5, 7,-8>,0.2 texture {TM2} } cylinder { <-2.5,-7, 8>,< 2.5,-7, 8>,0.2 texture {TM2} } cylinder { < 2.5, 7,-8>,< 2.5, 3,-6>,0.2 texture {TM2} } cylinder { < 2.5,-7, 8>,< 2.5,-3, 6>,0.2 texture {TM2} } cylinder { < 1.0, 3,-6>,< 2.5, 3,-6>,0.2 texture {TM2} } cylinder { < 1.0,-3, 6>,< 2.5,-3, 6>,0.2 texture {TM2} } cylinder { < 0.5, 3,-6>,< 1.0, 3,-6>,0.1 texture {TK1} } // Kohlebuersten cylinder { < 0.5,-3, 6>,< 1.0,-3, 6>,0.1 texture {TK1} } sphere { <-2.5, 7,-8>, 0.2 texture {TM2} } // Abrundung sphere { <-2.5,-7, 8>, 0.2 texture {TM2} } // Abrundung sphere { < 2.5, 7,-8>, 0.2 texture {TM2} } // Abrundung sphere { < 2.5,-7, 8>, 0.2 texture {TM2} } // Abrundung sphere { < 2.5, 3,-6>, 0.2 texture {TM2} } // Abrundung sphere { < 2.5,-3, 6>, 0.2 texture {TM2} } // Abrundung // Kurzschluss-Stange I2 aus Metall cylinder { < 3.8,-7,0>,< 3.8, 0,-2>,0.2 texture {TM2} } cylinder { < 3.8, 7,0>,< 3.8, 0,-2>,0.2 texture {TM2} } cylinder { < 1.0,-7,0>,< 3.8,-7, 0>,0.2 texture {TM2} } cylinder { < 1.0, 7,0>,< 3.8, 7, 0>,0.2 texture {TM2} } cylinder { < 0.5,-7,0>,< 1.0,-7, 0>,0.1 texture {TK1} } cylinder { < 0.5, 7,0>,< 1.0, 7, 0>,0.1 texture {TK1} } sphere { < 3.8,-7,0>, 0.2 texture {TM2} } // Abrundung sphere { < 3.8, 7,0>, 0.2 texture {TM2} } // Abrundung sphere { < 3.8, 0,-2>,0.2 texture {TM2} } // Abrundung // ----------------------------------------------------- #declare Radius = 1.5 // Sektoren // --- drehbare Scheibe mit Metallsektoren union { // grosse Scheibe (Sektoren leicht eintauchen damit keine Artefakte) // sonst wegen Rundungsfehlern, beruehren einige Sektoren, andere nicht! cylinder { <0.51,0,0>,<-0.5,0,0>,9.5 texture {MyTex2} } // Kurbel+Stange mit Scheibe cylinder { <7.5,0,0>,<-7,0,0>,0.5 texture {TM3} translate < 0,0,0> } cylinder { <7 ,0,0>,<11,0,0>,0.5 texture {TM3} translate < 0,3,0> } box { <7,0,-0.5>,<7.5,3,0.5> texture {TM3} } // Metal-discs disc center,normal-vector,radius[,hole-radius] cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} } cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} rotate < 60,0,0> } cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} rotate <120,0,0> } cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} rotate <180,0,0> } cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} rotate <240,0,0> } cylinder { <0.56,7,0>,<0.5,7,0>,Radius texture {TM1} rotate <300,0,0> } // disc { <0.56,7,0>, <5,0,0>, Radius texture {TM1} } rotate // rechtsdrehend translate <0,0,0> }