// $Project: polymake $$Id: polymake-scene2.pov 6797 2006-01-19 11:04:35Z thilosch $ #version 3.1; #global_settings { assumed_gamma 1.0 } #global_settings { max_trace_level 20.0 } //macro for drawing arrows #macro arrow (fromNode, toNode, edgeThickness, arrowHeadLength, arrowHeadWidth) #local edgeLength = vlength(toNode-fromNode); #local arrowHeadLength = min(arrowHeadLength,0.5*edgeLength); #local headBase = fromNode + (toNode-fromNode)*(edgeLength-arrowHeadLength)/edgeLength; union { cylinder { fromNode, headBase, edgeThickness } cone { headBase, arrowHeadWidth*edgeThickness, toNode, 0} } #end //macro for drawing edges #macro capsule(fromNode, toNode, edgeThickness) union { cylinder { fromNode, toNode, edgeThickness } sphere { fromNode, edgeThickness } sphere { toNode , edgeThickness } } #end #include "colors.inc" #include "metals.inc" #include "finish.inc" #declare origin = <0,0,0>; #declare thick = 0.03; // Wolfram Schlickenrieder #declare Myglass = texture { pigment { color rgbf <1,1,1, 1> } finish { specular 0.3 roughness 0.001 ambient 0 diffuse 0 reflection { 0.2, 1.0 fresnel on } conserve_energy } } #declare My_Blue_Glass = texture { Myglass pigment { color rgbf <0,0,1,1> } } #declare T_Polytope_wires = texture { pigment { color rgb <0.39, 0.41, 0.6> } finish { F_MetalC } } #declare T_Polytope_nodes = texture { pigment { color rgbf <1, 0, 0, 1> } finish { ambient 0.1 diffuse 0.6 specular 0.2 } } #declare T_Polytope_solid = texture { My_Blue_Glass } // light near camera // light_source { // <0, 1.6, -2.7> // color White // spotlight // radius 20 // falloff 25 // tightness 10 // area_light <2, 0, 0>, <0, 0, 2>, 5, 5 // adaptive 1 // jitter // point_at origin // } //light from above light_source { <1, 10, -2> color White spotlight radius 100 falloff 25 tightness 10 area_light <1, 0, 0>, <0, 1, 0>, 1, 1 adaptive 1 jitter point_at origin } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <40, 80, -40> // position of light } camera { location 0.7*<1, 2.2, -2.7> right <-1.33,0,0> look_at <0,-.5,0> } plane { y, -3 pigment { color rgbf<1,1,.5,0> } finish { reflection .1 specular .1 ambient 0.6 diffuse 0.2 } // normal { ripples 4 turbulence 5 scale 3 } } //object { // sphere {<0,0,0>,1} // texture { My_Blue_Glass pigment { color rgbf<0.5,0.2,1,1> } } //} // text { // ttf "timrom.ttf" "polymake" 0.10, 0 // scale 0.4 // pigment { Red } // rotate <90,0,0> // translate <-0.5,-1,-0.8> // }