// $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> // <x y z> 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>
// }
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