// PoVRay 3.7 Scene File "fhobjex.pov" -- most of the objects for the flaming heart of DBB // author: dookie x // date: 05.14.2018 //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} #include "onetire2.pov" #include "skullobj.pov" #include "cf8.pov" #include "shapes.inc" #declare AllTexts=union{text { ttf "diagoth.ttf", "ead Baby", .1, 0 // thickness, offset texture { TextTex} scale <1.95,2,2.75> rotate z*180 translate<3.01,2.4,-2.69> } text { ttf "diagoth.ttf", "D", .1, 0 // thickness, offset texture { TextTex} scale <1.95,2.1,2.75> rotate z*180 translate<4.86,2.4,-2.69> } text { ttf "diagoth.ttf", "bikes", .1, 0 // thickness, offset texture { TextTex} scale <2.2,2.2,2.75> rotate z*180 translate<2.2,9.2,-2.8> } } //endo union object AllTexts #declare AllText2=union{text { ttf "lincoln.ttf", "Dead Baby", .1, -.05*x // thickness, offset texture { TextTex} scale <2.3,1.9,2.75> rotate z*180 translate<4.5,2.4,-2.8> } /* text { ttf "lincoln.ttf", "D", .1, 0 // thickness, offset texture { TextTex} scale <1.95,2.1,2.75> rotate z*180 translate<4.86,2.4,-2.69> } text { ttf "diagoth.ttf", "bikes", .1, 0 // thickness, offset texture { TextTex} scale <2.2,2.2,2.75> rotate z*180 translate<2.2,9.2,-2.8> } */ } //endo union object AllText2 #declare AllText3= object{ Circle_Text( "Lincoln.ttf", // Font "Dead Baby",// Text 1.35, // Size -0.025, // Spacing .100, // Thickness 5.0, // Radius 0, // Inverted Align_Center,// od. Align_Right, Align_Center 20) // Angle texture{ TextTex } // end of texture rotate<0,0,250> translate<0.0,7,-2.75> }// end of Circle_Text object //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ #declare OTB=union{text { ttf "Budapest.ttf", "bike", .1, -.03*x // thickness, offset //Old T-shirt "Bikes" texture { TextTex} scale <1.1,1.1,1> rotate z*180 translate<1.1,9,-2.8> } text { ttf "Budapest.ttf", "s", .1, -.03*x // thickness, offset //Old T-shirt "Bikes" texture { TextTex} scale <1.1,1.1,1> rotate z*180 translate<-.63,9,-2.8> } }//end union... // ground ------------------------------------------------------------------- #declare Ground=object{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 } //end Ground object //------- tyrepyle ------------------------------------------------------ // right one....... to the left one --> #declare SF = array[7] { .57, .56, .52, .58, .53, .58, .59} #declare TV = array[7] {<-0,-.0,0>,<.02,-0.1,0>,<-.05,.17,0>,<.04,-.2,0>,<.1,.1,0>,<.2,-.2,0>,<.07,-.07,0>} #declare Looper=-3; #declare TyrePyle=union{#while (Looper< 4) #declare tyreIndex=Looper+3; object {ThornyTire2 scale SF[tyreIndex]*1 rotate x*90 //she's been layin' down! stand'er up!! rotate y*Looper*-9 // flat-faced in the middle, turning to the edge... translate translate TV[tyreIndex] } #declare Looper=Looper+1; #end } //and end union TyreCrown! #declare SkullRing=union{#declare Looper=0; #while (Looper<6) object{SkullNTeeth scale .69 rotate x*180 rotate z*180 translate<0,5.69,-.52> rotate y*Looper*60} #declare Looper=Looper+1; #end } //and end SkullRing union... #declare TripSpike=union{prism { conic_sweep linear_spline 0.3, // sweep the following shape from here ... 2.3, // ... up through here 5, // the number of points making up the shape ... < .18, .18>, < .18,-.18>, <-.18,-.18>, <-.18,.18>, <.18, .18> } sphere{<0,2.35,0>,.25} texture { Polished_Chrome} rotate y*45 } #declare MetalCross= union{ object {TripSpike} object {TripSpike rotate z*90} object {TripSpike rotate z*-90} object {TripSpike scale <1,2.2,1> rotate z*180} sphere { <0,0,0>, 0.63 texture { Polished_Chrome } } torus { 1.05,0.18 texture { Polished_Chrome} rotate<90,0,0>} //and three concentric torii mount... torus { .6,0.1 texture { Polished_Chrome} translate y*-5.1} torus { .65,0.1 texture { Polished_Chrome} translate y*-5.3} torus { .7,0.1 texture { Polished_Chrome} translate y*-5.5} } //----------------------HEART!!!---------------- #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{ HeartTex scale<2.9,1,1> translate x*1rotate z*39} } //------------------------------------------------------ end of blob }