// Persistence Of Vision Ray Tracer Scene Description File
// File: radiosity.pov
// Vers: 3.5
// Desc: radiosity demo scene
// Date: August 2001
// Auth: Christoph Hormann http://www.imagico.de/
// -w320 -h240
// -w512 -h384 +a0.3
#version 3.5;
global_settings {
assumed_gamma 1
/*
radiosity { // --- Settings 1 (fast) ---
pretrace_start 0.08
pretrace_end 0.02
count 50
error_bound 0.5
recursion_limit 1
} */
/*
radiosity { // --- Settings 2 (medium quality) ---
pretrace_start 0.08
pretrace_end 0.01
count 120
error_bound 0.25
recursion_limit 1
} */
radiosity { // --- Settings 3 (high quality) ---
pretrace_start 0.08
pretrace_end 0.00125
count 800
error_bound 0.05
recursion_limit 1
}
/*
radiosity { // --- Settings 4 (medium quality, recursion_limit 2) ---
pretrace_start 0.08
pretrace_end 0.005
count 350
error_bound 0.15
recursion_limit 2
} */
}
fog {
fog_type 2
fog_alt 1.3
fog_offset 0
color rgb <0.7, 0.8, 0.9>
distance 800
}
// ===================================================
camera { // --- Camera 1 ---
location <2.8, 12.3, 6.0>
right (4/3)*x
look_at <0, 0.4, 0>
angle 25
}
/*
camera { // --- Camera 2 ---
ultra_wide_angle
location <7.5, 1.3, 6.5>
right (4/3)*x
look_at <0, 1.3, 0>
angle 126
}*/
// ===================================================
// --- Three alternative light sources,
// --- also try without light
/*
light_source { // --- Light 1 ---
<-5000, 14000, 15000>
color rgb <1.0, 0.9, 0.78>*0.3
} */
/*
light_source { // --- Light 2 ---
<-5000, 4000, 15000>
color rgb <1.1, 0.93, 0.78>*2.1
}*/
/*
light_source { // --- Light 3 ---
<5000, 14000, -15000>
color rgb <1.0, 0.9, 0.78>*2.3
}*/
// ===================================================
sphere { // --- Sky ---
<0, 0, 0>, 1
texture {
pigment {
gradient y
color_map {
[0.0 color rgb < 3.0, 3.0, 3.0 >]
[0.3 color rgb < 1.5, 1.6, 1.5 >]
}
}
finish { diffuse 0 ambient 1 }
}
scale 10000
hollow on
no_shadow
}
// ===================================================
#declare Tex_1=
texture {
pigment {
color rgb 0.8
}
finish {
ambient 0.0
diffuse 0.6
specular 0.0
}
}
#declare Tex_2=
texture {
pigment {
color rgb <0.9, 0.65, 0.3>
}
finish {
ambient 0.0
diffuse 0.6
}
}
// ===================================================
plane {
y, 0
texture { Tex_2 }
}
#declare Column_Block=
union {
#declare Cnt=0;
#while (Cnt < 8.8)
cylinder { <4.4, 0.2, 4.4-Cnt>, <4.4, 3.6, 4.4-Cnt>, 0.2 }
#declare Cnt=Cnt+(8.8/6);
#end
}
#declare Walls=
difference {
box { <-10, -0.1, -10>, <10, 4, 10> }
box { < -9, 0.3, -9>, < 9, 3.5, 9> }
box { < -4, 0.1, -4>, < 4, 5, 4> }
intersection {
merge {
cylinder { <0, 0.3, 0>, <0, 0.3, 12>, 2 }
cylinder { <0, 0.3, 0>, <0, 0.3, 12>, 2 rotate 180*y }
cylinder { <0, 0.3, 0>, <0, 0.3, 12>, 2 rotate 90*y }
cylinder { <0, 0.3, 0>, <0, 0.3, 12>, 2 rotate -90*y }
}
plane { y, 0.3 inverse }
}
}
#declare Col_Base=
difference {
box { <-4.7, 0, -4.7>, <4.7, 3.6, 4.7> }
box { <-4.1, -0.1, -4.1>, <4.1, 4, 4.1> }
box { < -5, 0.5, -5>, < 5, 3.3, 5> }
}
union {
object { Walls }
object { Column_Block }
object { Column_Block rotate 180*y }
object { Column_Block rotate 90*y }
object { Column_Block rotate -90*y }
object { Col_Base }
texture { Tex_1 }
}
union{
#declare X=-4.1;
#while (X < 4.1)
#declare Y=-4.1;
#while (Y < 4.1)
cylinder { <X, -0.2, Y>, <X, 0.2, Y>, 0.1 texture { Tex_1 }}
sphere { <X, 0.2, Y> 0.1 texture { Tex_1 }}
sphere { <X+0.1, 0.1, Y+0.1> 0.1 texture {
pigment {
color rgb 1.8
}
finish {
ambient 0.0
diffuse 0.6
specular 0.0
}
}}
#declare Y=Y+0.2;
#end
#declare X=X+0.2;
#end
}
//changes the apperance of resistors (1 Blob / 0 real)
#declare global_res_shape = 1;
//randomize color of resistors 1=random 0=same color
#declare global_res_colselect = 0;
//Number of the color for the resistors
//0=Green, 1="normal color" 2=Blue 3=Brown
#declare global_res_col = 1;
//Set to on if you want to render the PCB upside-down
#declare pcb_upsidedown = off;
//Set to x or z to rotate around the corresponding axis (referring to pcb_upsidedown)
#declare pcb_rotdir = x;
//Set the length off short pins over the PCB
#declare pin_length = 2.5;
#declare global_diode_bend_radius = 1;
#declare global_res_bend_radius = 1;
#declare global_solder = on;
#declare global_show_screws = on;
#declare global_show_washers = on;
#declare global_show_nuts = on;
#declare global_use_radiosity = on;
#declare global_ambient_mul = 0;
#declare global_ambient_mul_emit = <50,50,80>;
//Animation
#declare global_anim = off;
#local global_anim_showcampath = no;
#declare global_fast_mode = off;
#declare col_preset = 2;
#declare pin_short = on;
#declare env = off;
#local cam_x = 0;
#local cam_y = 344;
#local cam_z = -184;
#local cam_a = 20;
#local cam_look_x = 0;
#local cam_look_y = -8;
#local cam_look_z = 0;
#local pcb_rotate_x = 0;
#local pcb_rotate_y = 0;
#local pcb_rotate_z = 0;
#local pcb_board = on;
#local pcb_parts = on;
#local pcb_wire_bridges = off;
#if(global_fast_mode=off)
#local pcb_polygons = on;
#local pcb_silkscreen = on;
#local pcb_wires = on;
#local pcb_pads_smds = on;
#else
#local pcb_polygons = off;
#local pcb_silkscreen = off;
#local pcb_wires = off;
#local pcb_pads_smds = off;
#end
#local lgt1_pos_x = 38;
#local lgt1_pos_y = 56;
#local lgt1_pos_z = 42;
#local lgt1_intense = 0.814286;
#local lgt2_pos_x = -38;
#local lgt2_pos_y = 56;
#local lgt2_pos_z = 42;
#local lgt2_intense = 0.814286;
#local lgt3_pos_x = 38;
#local lgt3_pos_y = 56;
#local lgt3_pos_z = -28;
#local lgt3_intense = 0.814286;
#local lgt4_pos_x = -38;
#local lgt4_pos_y = 56;
#local lgt4_pos_z = -28;
#local lgt4_intense = 0.814286;
//Do not change these values
#declare pcb_height = 1.500000;
#declare pcb_cuheight = 0.035000;
#declare pcb_x_size = 100.000000;
#declare pcb_y_size = 80.000000;
#declare pcb_layer1_used = 1;
#declare pcb_layer16_used = 1;
#declare inc_testmode = off;
#declare global_seed=seed(948);
#declare global_pcb_layer_dis = array[16]
{
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
1.535000,
}
#declare global_pcb_real_hole = 2.000000;
#include "tools.inc"
#include "user.inc"
//#include "c:\eagle3d\povray\tools.inc"
//#include "c:\eagle3d\povray\user.inc"
//#include "test2.pov"
//object{ TEST2(-28.500000,5.7,-28.000000,0,0,0) scale 0.07 rotate<0,-90,0> translate<0,0,-0.8>}
/*
#include "modsmega.pov" // incluya aca la escena de su PCB
object{ MODSMEGA(-49.530000,2.5,-39.370000,0,0,0) rotate<0,90,0> scale 0.07
finish {
ambient 0.0
diffuse 0.6
}
}
*/