// PoVRay 3.7 Scene File "xodbbd.pov" // author: dookie x // date: 05.14.2018 and 7 got all the way to 9 without a date change! // until 06.26.2018 // and it's july 27 2019 - 6rj! Torchlight got me all interested? it takes 2 hours for a good one, right? // and all I wanna do is fit the front print in there in Budapest and maybe another tire? the race is in a week!! // // k, new fire 1 June 2021... // 6qn ! // //-------------------------------------------------------------------------- #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 "fhtex.pov" #include "fhobjex.pov" //-----------------this is cf9 here ---vvvv----------- #include "tendril.pov" #include "myCandle_2demo.pov" //--------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- //light_source{<200,2000,-1500> color White*0.15} // sun light //light_source{ Camera_Position color rgb<0.9,0.9,1>*0.05} // flash light #macro Candle_1( Shining__On, // Light on, 0= off, >0 = intensity of candle light C__Intensity, // Candle_Intensity ) #local D = 0.0001; // --------------------------------------------------------------- /*#local Flame__Shape = merge{intersection{sphere{<0,0,0>,1} box{<-1,-D,-1>,< 1,1 ,1>} scale <1,2.5,1>} intersection{sphere{<0,0,0>,1} box{<-1,-1 ,-1>,< 1,0+0.01,1>} } scale <1.2,1.3,2>} */ //old flame shape ^^ #local Flame__Shape = object{TendrilC} #local C__Flame = object{Flame__Shape hollow pigment { color rgbf<1, 1, 1, 1> } // fully transparent !!! finish { ambient 0 diffuse 0 } interior {media {emission color rgb < 0.9, 0.55, 0.1> *3 intervals 3 samples 32 method 3 aa_threshold 0.1 aa_level 5 density {crackle turbulence 0.3 scale 0.75 color_map {[0 rgb 0] [0.00 rgb 0] [0.07 rgb 1] [0.10 rgb 1] [0.12 rgb 0] [1.00 rgb 0]} } // end density density {spherical color_map {[0 rgb 0] [0.7 rgb 1] [1 rgb 1]} } // end density scale <2,2.4,2>*.69 translate<0,-.01,0> rotate y*90 }// end media // media {emission color rgb < 1.0, 0.75, 0.1> *3 intervals 3 samples 32 method 3 aa_threshold 0.1 aa_level 5 density {crackle turbulence 0.3 scale 0.75 color_map {[0 rgb 0] [0.00 rgb 0] [0.07 rgb 1] [0.08 rgb 1] [0.10 rgb 0] [1.00 rgb 0]} } // end density density {spherical color_map {[0 rgb 0] [0.7 rgb 1] [1 rgb 1]} } // end density scale <1,2.5,1>*.79 translate<0,0.5,0> rotate y*90 }// end media }//end of interior scale <1,1.5,1>*0.5 hollow // !!!! } union{ object{C__Flame scale <2.76,2.5,2.8> scale .9 } light_source { <0,7,0> color rgb <0.8, 0.5, 0.2>*Shining__On area_light // kind of light source (Art der Lichtquelle) <0, 0, 0> <0, 0.5, 0> // lights spread out across this distance 1, 10 // total number of lights in grid adaptive 3 // 0,1,2,3... jitter // adds random softening of light } //---------------- end of area_light } //end-o-union #end #declare DBBfhFlame=object{Candle_1(0.03, // Shining__On, , 0= off, >0 = intensity of candle light 0.75,// Candle_Intensity ) scale <.85,1,.75> translate y*7.69} #declare DBBfhFlamelet=object{Candle_2(0.3, // Shining_On, 0= off, >0 = intensity of candle light .2, // Flame_Shadow, // >0 = intensity ; 0 = off 0, // Candle_Height, relative to diameter (d=1) .8, // Candle_Intensity, 5 // Candle_Flame_Scale 4, // Fade_Distance, // 3 ~ 5 3 // Fade_Power // ) scale <.6,.69,.6> translate y*6.25 } #declare DBBfhFlameletC=difference{object{DBBfhFlamelet} box { <-5,7.3,-5>,< 5.00,5.00, 5.00> } } #declare HalfSpin=clock*180; #declare WholeXlate=clock*60; #declare Looper=0; #declare Fip=6; //Fires in pile (ring? what was I thinking?) #declare FyahClustah=union{ #while (Looper} //-----------------------------------------*/ #include "fhcamera.pov" // Camera_0 = normal Camera_2 for flame-looking, skulls too I guess but they're good... // Camera_s foda sidewaze yo... //camera{Camera_f} //f for flame! camera{Camera_s} // sun ---------------------------------------------------------------------- light_source{< 0,5,-6> color Red*2} //light_source{< 30,30,-30> color White} //oglyht background{color rgb< 0.0069, 0.0, 0.001> } // a very dark red background{color rgb< 0.06, 0.0, 0.01> } // not so very dark red background{color rgb< .005,0,0.001>} // hmm, purply... but really freakin' dark... background{color rgb< .6875,.7578125,.7734375>} //eyedroppa'd and /256'd from "oldies.jpg" background{color rgb< .42578125,.59375,.66015625>} //eyedroppa'd and /256'd from "oldies.jpg" BUT HIGHER!! bluer! darker! background{color rgb<.2,.3,.33>} //and about half as light? background{color rgb<.1,.15,.165>} //and halfa that... background{color rgb<.05,.07,.08>} //halfagin! //background{color rgb<94/256,116/256,87/256>} ///eye-droppered via Fotochop of Mucha sky //background{color White} background{color Black} object{MetalCross translate y*10.5} object{TyrePyle scale 1.1 } object{Heart scale <3.17,3.17,2> translate y*-.5} //object{DBBfhFlame} //it's a firegg! look out! object{FyahClustah translate y*-1.05 rotate y*30} //object{T6pack} translate y*6} object{SkullRing} //object{AllTexts no_shadow} //object{AllText2 no_shadow} object{AllText3 no_shadow} //a misnomer, as it's just "Dead Baby" but the goreous curved Lincoln og!! object{OTB} //object{ThornyTire2 scale 1.5 rotate x*90 translate <.0,8,0>}