// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "functions.inc" // internal functions usable in user defined functions // perspective (default) camera #macro vue_courante() //=================== camera { // orthographic perspective location <10.0, 5.0, 10.0>/4 look_at <0.0, 0.0, 0.0> right x*image_width/image_height } #end #macro vue_dessus(Distance) //=================== camera { orthographic location <0.0,Distance , 0.0> look_at <0.0, 0.0, 0.0> } #end #macro vue_face(Distance) //=================== camera { orthographic location look_at <0.0, 0.0, 0.0> } #end #macro vue_cote(Distance) //=================== camera { orthographic location <0,0,Distance> look_at <0.0, 0.0, 0.0> } #end #macro vue_dessus(Hauteur) //=================== camera { orthographic location <0.0, Hauteur, 0.0>/4 look_at <0.0, 0.0, 0.0> } #end // ========================================================================== #macro AXES_XYZ(Laxe,Raxe) //=========================================== // Les 3axes // Laxes = longueur des axes // Raxes = Rayon des axes // #if ( Laxe <= 0 ) #declare Laxe=5; #end #if ( Raxe <= 0 ) // #declare Raxe=0.1; #declare Raxe=Laxe/50; #end // #declare AxeX= union { cylinder { <0,0,0> Raxe } cone { 2*Raxe 0 } } #declare AxeY= union { cylinder { <0,0,0> <0,Laxe,0> Raxe } cone { <0,Laxe,0> 2*Raxe <0,Laxe+4*Raxe,0> 0 } } #declare AxeZ= union { cylinder { <0,0,0> <0,0,Laxe> Raxe } cone { <0,0,Laxe> 2*Raxe <0,0,Laxe+4*Raxe> 0 } } // object { AxeX pigment { color red 1} } object { AxeY pigment { color green 1} } object { AxeZ pigment { color blue 1} } #end //============================================== #macro DAMIER() // ========================== // An infinite planar surface // plane {, D } where: A*x + B*y + C*z = D plane { y, // unit surface normal, vector points "away from surface" 0.0 // distance from the origin in the direction of the surface normal hollow on // has an inside pigment? pigment { // solid pattern for use in texture/pigment/normal(/density) // cube checker pattern, alternates color1 and color2 checker color rgbt <1, 1, 1,0.5>, color rgbt <0, 1, 0,0.5> } } // plane #end #macro BASIC_LIGHTS() // ==================================== // 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 translate <0,5,5> // position of light } light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color translate <2,0.15,0> // position of light } #end