// "from the edge of the universe"
// "brushed_Titanium" based on "Brushed_Aluminum"
//
#version 3.62 ;
global_settings{assumed_gamma 1.0}
#default{ finish{ ambient 0.01 diffuse 0.3 }}
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#declare brushed_Titanium =
texture {
pigment { rgb <0.158824, 0.158824, 0.158824> }
finish {
ambient 0.1
diffuse 0.5
reflection 0.05
brilliance 8
specular 0.3
roughness 0.1
}
normal {
bumps -0.5
scale <1, 0.001, 0.001>
}
}
#default{ texture { brushed_Titanium}}
camera { location <25, -2,16.25 > look_at <-30,3,3>}
#declare ship =
union {
// Grundform
box {<0,0,0>,<8.5,4,4> texture { brushed_Titanium}}
sphere {<-2.5,2,2>,2.5 texture { Polished_Chrome} }
//Triebwerk
difference {
sphere {<9.5,2,2>,2}
sphere {<12,2,2>,3 texture {Polished_Chrome}}
}
//Reaktion
light_source {<12,2,2> color White //rgb <0.3,0.4,1>
area_light <12,4.05,-0.05>,<12,-0.05,4.05>,5,5
adaptive 1
jitter
fade_distance 10
fade_power 0.5
}
light_source {<12,2,2> color White //rgb <0.3,0.4,1>
area_light <12,4.05,2>,<16.15,-0.05,2>,5,5
adaptive 1
jitter
fade_distance 10
fade_power 0.5
}
// inner cone
merge {
difference {
sphere {<12,2,2>,2 pigment {color rgb <0.3,0.4,1> filter 0.5 }
finish { ambient 5.0 diffuse 0.1 } }
box {<12.001,-1,-1>,<15,5,5> pigment {color rgb <0.3,0.4,1> filter 0.5 }
finish { ambient 5.0 diffuse 0.1 } }
}
difference {
sphere { <0,0,0>2 scale <2,1,1> translate <12,2,2> texture { pigment {color rgb <0.3,0.4,1> filter 0.5 }
finish { ambient 5.0 diffuse 0.1 } } }
box { <0,-1,-1>,<12,5,5> texture { pigment {color rgb <0.3,0.4,1> filter 0.78 }
finish { ambient 5.0 diffuse 0.1 } } }
}
translate <-0.9,0,0>
}
// outer cone
merge {
difference {
sphere {<12,2,2>,2.9 pigment {color rgb <0.3,0.4,1> filter 0.78 }
finish { ambient 3.0 diffuse 0.1 } }
box {<12.001,-1,-1>,<15,5,5> pigment {color rgb <0.3,0.4,1> filter 0.78 }
finish { ambient 3.0 diffuse 0.1 } }
}
difference {
sphere { <0,0,0>2.9 scale <2,1,1> translate <12,2,2> pigment {color rgb <0.3,0.4,1> filter 0.78 }
finish { ambient 3.0 diffuse 0.1 } }
box { <0,-1,-1>,<12,5,5> texture { pigment {color rgb <0.3,0.4,1> filter 0.78 }
finish { ambient 3.0 diffuse 0.1 } } }
}
}
#default{ texture { brushed_Titanium}}
//Leitbleche
box {<5.5,1.3,0>,<8,3,-1>}
sphere {<6.75,2.25,-1>,0.025 texture { pigment {color Red filter 0.9} } }
light_source {<6.75,2.25,-1.015> color Red fade_distance 0.1 fade_power 4}
box {<5.5,1.3,4>,<8,3,5>}
sphere {<6.75,2.25,5>,0.025 texture { pigment {color Green filter 0.9} } }
light_source {<6.75,2.25,5.015> color Green fade_distance 0.1 fade_power 4}
box {<5.5,1.3,0>,<8.3,3,-0.5>}
box {<5.5,1.3,4>,<8.3,3,4.5>}
box {<6,1.7,-0.25>,<10.5,2.6,0>}
box {<6,1.7,4.25>,<10.5,2.6,4>}
// Kapseln
box {<1,-0.66,1.01>,<3.67,0,1.67>}
box {<1,-0.66,2.33>,<3.67,0,2.99>}
box {<1.8,-0.66,0.5>,<5,-1,1.34>}
box {<1.8,-0.66,3.5>,<5,-1,2.66>}
box {<7,-0.66,1.67>,<4.67,-1,2.33>}
sphere {<5,-1,2>,0.025 texture { pigment {color White filter 0.9} } }
light_source {<5,-1.001,2> color White fade_distance 0.1 fade_power 4}
box {<8,0,1.01>,<5.67,-0.66,2.99>}
#declare pod =
sphere {<4,-0.33,1.34>,0.33 texture { Polished_Chrome }}
#declare DistanceX = 0.67;
#declare DistanceZ = 0.67;
#declare NrX = 0;
#declare EndNrX = 3;
#while ( EndNrX > NrX)
#declare NrZ = 0;
#declare EndNrZ = 3;
#while (EndNrZ > NrZ )
object {pod
translate < NrX*DistanceX, 0, NrZ*DistanceZ>
}
#declare NrZ = NrZ+1;
#end
#declare NrX = NrX+1;
#end
//Flügel
box {<3.5,0.2,-0.25>,<7.7,1,0>}
box {<3.5,0.2,4.25>,<7.7,1,4>}
box {<3.75,0.4,-0.5>,<5.9,0.8,-1.25>}
box {<3.75,0.4,4.5>,<5.9,0.8,5.25>}
//Halterung für Kugel
box {<0.8,2,-0.5>,<4.5,3.5,0>}
box {<0.8,2,4.5>,<4.5,3.5,4>}
box {<2.3,1.3,-0.5>,<-4.5,2.3,-1>}
box {<2.3,1.3,4.5>,<-4.5,2.3,5>}
box {<-2.5,1,-0.5>,<-5,3,-1>}
box {<-2.5,1,4.5>,<-5,3,5>}
box {<-2.75,0.75,-1>,<-1.25,1.75,-1.5>}
box {<-2.75,0.75,5>,<-1.25,1.75,5.5>}
box {<-0.75,0.86,-1>,<2,1.3,-0.5>}
box {<-0.75,0.86,5>,<2,1.3,4.5>}
box {<-0.5,0.43,-0.8>,<2,1,-0.3>}
box {<-0.5,0.43,4.8>,<2,1,4.3>}
box {<-0.25,0,-0.1>,<0.5,0.85,-0.5>}
box {<-0.25,0,4.1>,<0.5,0.85,4.5>}
//Aufbau
box {<1,5,1.5>,<2.5,4,3>}
box {<-2.7,5,1.75>,<1.2,4.5,2.25>}
box {<2,4,0.5>,<5,4.5,1.5>}
box {<2,4,2.5>,<5,4.5,3.5>}
box {<4.5,4.5,1>,<8,1.1,3>}
box {<6.5,4,0.25>,<7.5,4.5,3.75>}
box {<6.5,4.5,1.5>,<9,5,2.5>}
box {<7.5,4,1.75>,<8.9,7,2.25>}
sphere {<7.9,7,2>,0.025 texture { pigment {color White filter 0.9} } }
light_source {<7.9,7.001,2> color White fade_distance 0.1 fade_power 4}
}// end of union, end of ship
// This triples (x3!!) the amount of lightsources to render. Rendering takessome time , f.i. 3m 10s on a AMD Phenom II 3.3 GHZ X6
// in v3.62 at 1600x1200 AA 0.3 (in 3.7 RC7, 1600x1200, AA 0.1, 1m 55s). This may change with every rendering due to random location of stars.
// It does, however, render two more ships.
// So, when rendering on slower machines, just comment the while-loop that follows.
// Don't forget to comment "#declare ship =" at the top!
//
// Das hier verdreifacht (x3!!) die Lichtquellen, die gerendert werden. Das dauert etwas, z.B. 3m 10s Minuten auf einem
// AMD Phenom II X6 bei 3.3 GHZ unter v3.62 bei 1600x1200 AA 0.3 (unter 3.7 RC7, 1600x1200, AA 0.1, 1m 55s). Das ändert sich mit jedem mal rendern, da
// die Sterne zufällig platziert werden. Dafür werden 2 weitere Schiffe gerendert.
// Auf langsameren PCs daher die while-Schleife einfach rauskommentieren.
// Nicht vergessen: "#declare ship =" muss noch kommentiert werden!
//
#declare NrA = 0;
#declare EndNrA = 3;
#declare NrB = 0;
#declare X = 23.43;
#while ( NrA < EndNrA )
object{ ship
translate <0,-2,-2>
rotate < NrB, 0,0>
translate < -(X*NrA),X*sin(NrA),X*sin(NrA)>
}
#declare X = X+10.43;
#declare NrA = NrA+1;
#declare NrB = NrB+120;
#end
// Sterne
light_source { <-200,0,0> color White }
box { <-199.999,0.2,0.2>,<-199,-0.2,-0.2> pigment{ color rgb <0,0,0> }}
// The following code was taken from:
Random numbers and loops with POV-Ray part 2: Irregularity quadratic and cubic The code was modified for my purposes.
// Quelle für das folgende:
Random numbers and loops with POV-Ray part 2: Irregularity quadratic and cubic Der Code wurde entsprechend modifiziert.
#declare Random_0 = seed (1125);
#declare Random_1 = seed (2655);
#declare Random_2 = seed (1153);
union{
#declare NrX = -10000;
#declare EndNrX = 10000;
#while (NrX< EndNrX+1)
#declare NrY = -10000;
#declare EndNrY = 10000;
#while (NrY< EndNrY+1)
#declare NrZ = -10000;
#declare EndNrZ = 10000;
#while (NrZ< EndNrZ+1)
sphere{ <-100,0,0>,0.5
texture { pigment{ color White }
finish { phong 1}
}
translate < 0.5*NrX + 0.25*(-0.5+rand(Random_0)) ,
0.5*NrY + 0.25*(-0.5+rand(Random_1)) ,
0.5*NrZ + 0.25*(-0.5+rand(Random_2))
>
}
#declare NrZ = NrZ + 1000;
#end
#declare NrY = NrY + 1000;
#end
#declare NrX = NrX + 1000;
#end
rotate<0,-40,0>
translate<0,2,2>
}
//7hank you. See you starside.
Damit haben wir folgenden Zwischenstand für die letzten beiden Teilnehmer: RCD Mallorca: 3 Stimmen FC Basel: 3 Stimmen Royal Antwerpen: 2...
EA FC 24 - David's European Cup