// PoVRay 3.7 Scene File "xodbb2.pov" // author: dookie x // date: 02.27.2018 //-------------------------------------------------------------------------- #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 "onetire2.pov" #include "skullobj.pov" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {perspective angle 75 // front view location <0.0 , 7.0 ,-20.0> right x*image_width/image_height sky -y look_at <0.0 , 7.0 , 0.0>} camera{Camera_0} // sun ---------------------------------------------------------------------- light_source{< 30,30,-30> color White} //background{ color rgb< 0.45, 0.0, 0.2> } // very dark red // end of texture // bkgd // ground ------------------------------------------------------------------- plane{ <0,1,0>, 0 texture{ pigment{ checker color rgb<1,.1,.1> color rgb<0.25,0.15,0.1>*0} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } // end of texture translate y *-10 } // end of plane #declare TripSpike=union{prism { conic_sweep linear_spline 0.3, // sweep the following shape from here ... 3, // ... up through here 5, // the number of points making up the shape ... < .2, .2>, < .2,-.2>, <-.2,-.2>, <-.2,.2>, <.2, .2> texture { Polished_Chrome} } sphere{<0,3.2,0>,.25} texture { Polished_Chrome}} #declare MetalCross= union{ object {TripSpike} object {TripSpike rotate z*90} object {TripSpike rotate z*-90} object {TripSpike scale y*2 rotate z*180} sphere { <0,0,0>, 0.69 texture { Polished_Chrome } } torus { 1.05,0.2 texture { Polished_Chrome} rotate<90,0,0>} torus { .6,0.1 texture { Polished_Chrome} translate y*-6.2} torus { .65,0.1 texture { Polished_Chrome} translate y*-6.4} torus { .7,0.1 texture { Polished_Chrome} translate y*-6.6} } object{MetalCross translate y*12} #declare Heart=union{ #declare Strength = 1.1; //(+ or -) strength of component's radiating density #declare Radius1 = .95; //(0 < Radius) outer sphere of influence on other components blob{ threshold 0.6 // threshold (0.0 < threshold <= Strength) surface falloff threshold # sphere{<-0.52, .15, 0>, Radius1, Strength scale <1,1.2,.9>} sphere{< 0.53, .15, 0>, Radius1, Strength scale <1,1.2,.9>} sphere{<0,-0.55,0>, Radius1, Strength scale z*.95} sphere{<0,0.55,0>, Radius1/2, Strength scale z*.95} scale 1 rotate<30,0,0> translate<0,1.0,-0.3> texture{ pigment{ color rgb<.2,0.0,0.05> } finish { phong .5 } // ooh shiny shiny! } } //------------------------------------------------------ end of blob } object{Heart scale 3.37 translate y*-.5} #declare SF = array[7] {.7,.8,.65,.75,.6,.7,.8} #declare TV = array[7] {<.1,.1,0>,<0,-.1,0>,<-.1,.05,0>,<.2,-.2,0>,<-.05,.3,0>,<.2,-.1,0>,<-.15,-.25,0>} #declare Looper=-3; #while (Looper< 4) #declare tyreIndex=Looper+3; object {ThornyTire2 scale SF[tyreIndex]*.8 rotate x*90 //she's been layin' down! stand'er up!! rotate y*Looper*-5 // flat-faced in the middle, turning to the edge... translate translate TV[tyreIndex] } #declare Looper=Looper+1; #end #declare Looper=0; #while (Looper<6) object{SkullNTeeth scale .69 rotate x*180 rotate z*180 translate<0,6.0,-.49> rotate y*Looper*60} #declare Looper=Looper+1; #end