Code for Sine Wave Animation Rendered in POVRay
// PoVRay 3.7 Scene File " ... .pov"
// author: ...
// date: ...
//--------------------------------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#declare Camera_Number = 0 ;
//---------------------------------------------------------------------------------
// camera -------------------------------------------------------------------------
#switch ( Camera_Number )
#case (0)
#declare Camera_Location = < 0.00, 1.00, -3.00> ; // front view
#declare Camera_Look_At = < 0.00, 1.00, 0.00> ;
#declare Camera_Angle = 75 ;
#break
#case (1)
#declare Camera_Location = < 2.0 , 2.5 ,-3.0> ; // diagonal view
#declare Camera_Look_At = < 0.0 , 1.0 , 0.0> ;
#declare Camera_Angle = 90 ;
#break
#case (2)
#declare Camera_Location = < 3.0, 1.0 , 0.0> ; // right side view
#declare Camera_Look_At = < 0.0, 1.0, 0.0> ;
#declare Camera_Angle = 90 ;
#break
#case (3)
#declare Camera_Location = < 0.00, 5.00, 0+0.000> ; // top view
#declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ;
#declare Camera_Angle = 90 ;
#break
#else
#declare Camera_Location = < 0.00, 1.00, -3.50> ; // front view
#declare Camera_Look_At = < 0.00, 1.00, 0.00> ;
#declare Camera_Angle = 75 ;
#break
#break
#end // of "#switch ( Camera_Number )"
//--------------------------------------------------------------------------
camera{ // ultra_wide_angle // orthographic
location Camera_Location
right x*image_width/image_height
angle Camera_Angle
look_at Camera_Look_At
}
// sun ---------------------------------------------------------------------
light_source{< 3000,3000,-3000> color rgb<1,1,1>*0.9} // sun
light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash
// sky ---------------------------------------------------------------------
sky_sphere { pigment { gradient <0,1,0>
color_map { [0.00 rgb <1.0,1.0,1.0>]
[0.30 rgb < 0.486 , 0.769 , 1.000 >]
[0.70 rgb < 0.486 , 0.769 , 1.000 >]
[1.00 rgb <1.0,1.0,1.0>]
}
scale 2
} // end of pigment
} //end of skysphere
// ground ------------------------------------------------------------------
/*
plane{ <0,1,0>, 0
texture{ pigment{ color rgb <0.7,0.5,0.3>}
//normal { bumps 0.75 scale 0.025}
finish { phong 0.1}
} // end of texture
} // end of plane
*/
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
/*text { ttf "arial.ttf", "pure white background", 0.02, 0.0 // thickness, offset
texture{ pigment{ color rgb<1,0.6,0>*0.5 }
finish { phong 0.1 }
} // end of texture
scale<1,1.25,1>*0.43
translate<-2.10,-0.30,0.00 >
} // end of text object ---------------------------------------------*/
#declare Circmov=clock*360;
#declare Counter=0;
#declare Circh=-1.5;
#declare Circk=1;
#declare Circr=0.5;
#declare Wavex=-0.5;
#declare Wavey=1;
#declare Wavemult=2/360;
torus { 0.50,0.025
texture { T_Gold_5A
} // end of texture
scale <1,1,1> rotate<90,0,0> translate<-1.5,1,0>
} // end of torus
cylinder { <3,1,0>,<-3,1,0>, 0.01
texture { pigment { color rgb<0,0,0>}
//normal { bumps 0.5 scale <0.25, 0.005,0.005>}
finish { phong 0.5 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of cylinder
cylinder { <-1.5,3,0>,<-1.5,-3,0>, 0.01
texture { pigment { color rgb<0,0,0>}
//normal { bumps 0.5 scale <0.25, 0.005,0.005>}
finish { phong 0.5 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of cylinder
sphere { <0,0,0>, 0.06
texture { pigment{ color Red } // rgb< 1, 0.55, 0.0>}
finish { phong 1 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<Circr*cos(radians(Circmov))+Circh,Circr*sin(radians(Circmov))+Circk,-0.015>
} // end of sphere -----------------------------------
sphere { <0,0,0>, 0.06
texture { pigment{ color Red } // rgb< 1, 0.55, 0.0>}
finish { phong 1 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<(Circmov*Wavemult)+Wavex,sin(radians(Circmov))*Circr+Wavey,-0.015>
} // end of sphere -----------------------------------
cylinder { <Circr*cos(radians(Circmov))+Circh,Circr*sin(radians(Circmov))+Circk,-0.015>,<(Circmov*Wavemult)+Wavex,sin(radians(Circmov))*Circr+Wavey,-0.015>, 0.02
texture { pigment { color rgb<1,1,1>*0.15}
//normal { bumps 0.5 scale <0.25, 0.005,0.005>}
finish { phong 0.5 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of cylinder
#while(Counter<Circmov)
sphere { <0,0,0>, 0.020
texture { pigment{ color <1,1,1>*0.25 } // rgb< 1, 0.55, 0.0>}
finish { phong 1 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<(Counter*Wavemult)+Wavex,sin(radians(Counter))*Circr+Wavey,0>
} // end of sphere -----------------------------------
#declare Counter=Counter+1;
#end
Comments
Post a Comment