// Persistence of Vision Ray Tracer Scene Description File // File: Bastard tiling shapes.pov // Vers: 3.6.1 // Desc: Example scene for The Bastard Tiling Shapes from Hell // Date: May 2008 // Auth: B Gimeno // Web: http://www.persistencia.org #include "colors.inc" #include "math.inc" #include "transforms.inc" #include "shapes.inc" #include "tbtsfh.inc" global_settings { assumed_gamma 1.0 } #declare My_Pigment_Array = array [6]{ <240,240,150>/255, // cylinder pigment <1,0.5,0.5> // pigment 1 Red <1,1,1> // pigment 2 White <-.2,.2,.6> // pigment 3 Blue < 0.427451, 0.8745098, 0.4156863 > // pigment 4 green < 0, 0, 0> // pigment 5 black } #declare My_Pigment_Array2 = array [6]{ <240,240,150>/255, // cylinder pigment <0.4,0.6,0.6> // pigment 1 Tan <.8,.6,1> // pigment 2 White <-.2,.8,.6> // pigment 3 Blue < 0.427451, 0.8745098, 0.4156863 > // pigment 4 green < 0, 0, 0> // pigment 5 black } camera { location <10,100, -150> look_at <0,-10,0> right x*(8/6) up y } light_source {<-100,200, -150> colour White} light_source {< 100, -200, 100> colour White*.75} // The bastard torus from hell object { TBTFH ( 50, // major radius initial 50, // major radius end 10, // minor radius initial 10, // minor radius end 25, // number of segments around major radius - U 360, // arc (in degrees) covered by major radius 0, // major radius tiles starts from (in degrees) 10, // number of segments around minor radius - V 360, // arc (in degrees) covered by minor radius 0, // minor radius tiles start from (in degrees) 0, // U Lumps out of major radius 0, // Radius of U_Lumps (in percentage out of major_radius) 3, // V Lumps out of minor radius .4, // Radius of V_Lumps (in percentage out of minor_radius) 0, // C_Lumps out of minor radius 0, // Radius of C_Lumps (in percentage out of minor_radius) 0, // n up-down-lumps 0, // radius of the up-down-lumps variation (in percentage out of minor_radius) 0, // helix-shape height .15, // frame-wire thickness, 1, // choose a pattern 1, // select an option for show triangles or smooth_triangles, 0=nothing 1=triangles 2=smooth_triangles 0, // amount of random 0, // auto-twist around minor-radius My_Pigment_Array, // array containing all the pigments needed ) } /* // The bastard cylinder from Hell object { TBCFH ( 30, // base radius 30, // cap radius 90, // shape_lenght 20, // number of subdivisions around shape, U 360, // arc (in degrees) covered by the shape 0, // start tiles from, 6, // number of subdivisions along shape 0, // U Lumps around the shape 0, // Radius of U_Lumps (in percentage out of major_radius) 0, // V Lumps along the shape 0, // Radius of V_Lumps (in percentage out of major_radius) .15, // frame-wire thickness 37, // choose a pattern 2, // show triangles or smooth_triangles, 0=nothing 1=triangles 2=smooth_triangles 0, // amount of random perturbation 0, // degreesm of twist around minor radius My_Pigment_Array, // array containing all the pigments needed ) translate y*-50 } */ /* // The bastard sphere from Hell TBSFH ( 40, // radius 10, // number of subdivisions U 360, // arc in degrees covered by the sphere 0, // start tiles from, 10, // number of V subdivisions 0, // U-Lumps , 0, // U_Lumps Radius variation (as percentage out of sphere radius), 0, // V-Lumps 0, // V_Lumps Radius perc, (as percentage out of sphere radius) 0, // n up-down-lumps 0, // radius of the mountain variation (as percentage out of minor_radius) .15, // frame-wire thickness 1, // choose a pattern, 1, // choose no_triangles, triangles, or smooth_triangle 0, // amount of random My_Pigment_Array // name of the array that contains all the pigments needed ) */