#declare A = <12,4,4> #declare B = <12,-4,-4> #declare C = <4,-4,-12> #declare D = <-4,4,-12> #declare E = <-4,12,-4> #declare F = <4,12,4> #declare G = <4,4,12> #declare H = <4,-12,-4> #declare I = <-12,4,-4> #declare J = <-4,-4,12> #declare K = <-4,-12,4> #declare L = <-12,-4,4> #declare As = <6,4,4> #declare Bs = <6,-4,-4> #declare Cs = <4,-4,-6> #declare Ds = <-4,4,-6> #declare Es = <-4,6,-4> #declare Fs = <4,6,4> #declare Gs = <4,4,6> #declare Hs = <4,-6,-4> #declare Is = <-6,4,-4> #declare Js = <-4,-4,6> #declare Ks = <-4,-6,4> #declare Ls = <-6,-4,4> #include "colors.inc" #include "textures.inc" /*************************************************************************** Definition von Farben und Rotation ***************************************************************************/ #declare Kantenfarbe = rgb <0.2, 0, 0> #declare drehvector = 0*<1,-14,0> /*************************************************************************/ background { color Black } //Eigentliche Kamera camera { location 0.8*<0, 10, 38> direction <0, 0, 1> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 2, 0> } /* //Testkamera zur Ausrichtung der Spots camera { location 0.4*<8, 13, 38> direction <0, 0, 1> up <0, 1, 0> right <4/3, 0, 0> look_at <-10, -17, -10> } */ // "Sonne" light_source { <20, 50, 30> color White area_light <4, 0, 0>, <0, 0, 4>, 19, 19 // war ,9 ,9 adaptive 1 jitter looks_like { box { <-2, 0, -2>, <2, 0.1, 2> pigment { White } finish { Luminous } } } } // Spot von oben light_source { <-20, 50, 30> color White spotlight jitter point_at <0, 3, 0> tightness 50 radius 11 //war 11 falloff 25 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } // Spot von unten light_source { <-30, -10, 30> color White spotlight jitter point_at <0, -3, 0> tightness 50 radius 50 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } // Spot-2 von unten light_source { <30, -10, 30> color White spotlight jitter point_at <0, 3, 0> tightness 50 // war 50 radius 50 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } // Spot-3 von oben zur Entfernung ungeliebter Schatten !!!! light_source { 0.4*<8, 13, 38> color White spotlight jitter point_at <-10, -25, -10> tightness 10 // war 50 radius 11 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } // Spot-3 von oben zur Entfernung ungeliebter Schatten !!!! light_source { 0.4*<8, 13, 38> color White spotlight jitter point_at <-10, -25, -10> tightness 10 // war 50 radius 11 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } /* // Spot-3 von oben zur Entfernung ungeliebter Schatten !!!! light_source { 0.4*<8, 13, 38> color White spotlight jitter point_at <-10, -17, -10> tightness 10 // war 50 radius 11 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } // Spot-3 von oben zur Entfernung ungeliebter Schatten !!!! light_source { 0.4*<8, 13, 38> color White spotlight jitter point_at <-10, -17, -10> tightness 10 // war 50 radius 11 //war 11 falloff 50 // war 25 looks_like { sphere { <10, 10, 0>, 0.5 texture { pigment { White } finish { Luminous } } } } } */ #declare body = union { triangle { J, G, Ks } triangle {G, Ks, A} triangle {Hs, I, Cs} triangle {K, Ls, Is} triangle {Fs, Gs, As} triangle {J, Ks, Hs} triangle {Ks, A, Js} triangle {Hs,Cs,Bs} triangle {K,Is,Ds} triangle {Fs,As,D} triangle {J,Hs,Bs} triangle {Ks,Js,Ls} triangle {Bs,Cs,F} triangle {K,Ds,L} triangle {Fs,D,Es} triangle {J,Bs,K} triangle {Ks,Ls,C} triangle {Bs,F,As} triangle {L,Ds,I} triangle {Fs,Es,G} triangle {J,K,L} triangle {Ks,Hs,C} triangle {Bs,As,H} triangle {L,I,Js} triangle {G,Es,Is} triangle {J,L,Fs} triangle {Hs,C,D} triangle {Bs,H,K} triangle {L,Js,Gs} triangle {G,Is,F} triangle {J,Fs,G} triangle {Hs,D,I} triangle {K,H,Ls} triangle {L,Gs,Fs} triangle {G,F,A} triangle {E,Is,F} triangle {F,Cs,A} triangle {A,B,Cs} triangle {E,Js,Ls} triangle {Ls,H,C} triangle {B,C,H} triangle {E,D,I} triangle {I,Ds,Cs} triangle {B,Cs,Ds} triangle {E,As,F} triangle {As,Gs,H} triangle {B,H,Gs} triangle {E,Is,Ls} triangle {Is,Es,Ds} triangle {B,Es,Ds} triangle {E,I,Js} triangle {Js,A,Gs} triangle {A,B,Gs} triangle {E,As,D} triangle {D,Es,C} triangle {C,B,Es} } /******************************************************************* Hier wird die Gleichung eingebaut . Sie ist als Object formel abrufbar *******************************************************************/ #declare exponent3 = text { ttf "timrom.ttf" "3" 1, 0 // pigment { Red } scale <0.5,0.5,1> translate 0.4*y } #declare formel = union { text { ttf "timrom.ttf" "x y+y z+z x = 0" 1, 0 // pigment { Red } } object{ exponent3 translate 0.5*x } object{ exponent3 translate 2.4*x } object{ exponent3 translate 4.15*x } } /*******************************************************************/ /******************************************************************* Darstellung der Kanten als Zylinder *******************************************************************/ #declare zr = 0.05// Zylinderradius // war 0.02 #declare Kanten = union { cylinder {J , Ks, zr} cylinder {J , Hs, zr} cylinder {J , Bs, zr} cylinder {J , K , zr} cylinder {J , L , zr} cylinder {J , Fs, zr} cylinder {J , G , zr} cylinder {Ks, G , zr} cylinder {Ks, A , zr} cylinder {Ks, Js, zr} cylinder {Ks, Ls, zr} cylinder {Ks, C , zr} cylinder {Ks, Hs, zr} cylinder {Hs, C , zr} cylinder {Hs, D , zr} cylinder {Hs, I , zr} cylinder {Hs, Cs, zr} cylinder {Hs, Bs, zr} cylinder {Bs, Cs, zr} cylinder {Bs, F , zr} cylinder {Bs, As, zr} cylinder {Bs, H , zr} cylinder {Bs, K , zr} cylinder {K , H , zr} cylinder {K , Ls, zr} cylinder {K , Is, zr} cylinder {K , Ds, zr} cylinder {K , L , zr} cylinder {L , Ds, zr} cylinder {L , I , zr} cylinder {L , Js, zr} cylinder {L , Gs, zr} cylinder {L , Fs, zr} cylinder {Fs, Gs, zr} cylinder {Fs, As, zr} cylinder {Fs, D , zr} cylinder {Fs, Es, zr} cylinder {Fs, G , zr} cylinder {G , Es, zr} cylinder {G , Is, zr} cylinder {G , F , zr} cylinder {G , A , zr} cylinder {Ls, Js, zr} cylinder {D , I , zr} cylinder {As, F , zr} cylinder {Is, Ls, zr} cylinder {Js, I , zr} cylinder {As, D , zr} cylinder {Is, F , zr} cylinder {C , Ls, zr} cylinder {C , H , zr} cylinder {Cs, I , zr} cylinder {Cs, Ds, zr} cylinder {H , As, zr} cylinder {H , Gs, zr} cylinder {Ds, Is, zr} cylinder {Ds, Es, zr} cylinder {Gs, Js, zr} cylinder {Gs, A , zr} cylinder {Es, D , zr} cylinder {Es, C , zr} cylinder {A , F , zr} cylinder {A , Cs, zr} cylinder {E , Js, zr} cylinder {E , Ls, zr} cylinder {E , D , zr} cylinder {E , I , zr} cylinder {E , F , zr} cylinder {E , As, zr} cylinder {E , Is, zr} cylinder {B , C , zr} cylinder {B , Cs, zr} cylinder {B , H , zr} cylinder {B , Ds, zr} cylinder {B , Gs, zr} cylinder {B , Es, zr} cylinder {B , A , zr} cylinder {H , Ls, zr} cylinder {C , D , zr} cylinder {F , Cs, zr} cylinder {I , Ds, zr} cylinder {As, Gs, zr} cylinder {Is, Es, zr} cylinder {A , Js, zr} } /******************************************************************************** Jetzt werden noch die Kugeln an den Ecken definiert mit dem Gleichen Radius wie die Zylinder (zr) ********************************************************************************/ //#declare zr = 0.3 #declare Ecken = union { sphere{A , zr} sphere{B , zr} sphere{C , zr} sphere{D , zr} sphere{E , zr} sphere{F , zr} sphere{G , zr} sphere{H , zr} sphere{I , zr} sphere{J , zr} sphere{K , zr} sphere{L , zr} sphere{As, zr} sphere{Bs, zr} sphere{Cs, zr} sphere{Ds, zr} sphere{Es, zr} sphere{Fs, zr} sphere{Gs, zr} sphere{Hs, zr} sphere{Is, zr} sphere{Js, zr} sphere{Ks, zr} sphere{Ls, zr} } /******************************************************************************* Jetzt werden die Definierten Dinge dargestellt und zudem Himmel und Erde generiert *******************************************************************************/ object { body texture{ pigment{ color Red } finish { metallic ambient 0.3 diffuse .7 specular 1 roughness .01 // reflection .05 } } rotate drehvector translate 2*y } #include "skies.inc" sky_sphere { S_Cloud1 } #include "metals.inc" #declare myP_Chrome = color rgb <0.47, 0.49, 0.51> //war <0.39, 0.41, 0.43> #declare myT_Chrome = texture { pigment { myP_Chrome } finish { F_MetalD } } plane { y, -20.0 texture { myT_Chrome normal { waves 0.05 frequency 5000.0 scale 3000.0 } } } object{ formel rotate <15,180,0> scale <3.5,3.5,1> translate -18*y+25*x-5*z pigment {White} finish { metallic ambient 0.6 diffuse 0.7 } } object{ Ecken pigment{Kantenfarbe} no_shadow translate 2*y rotate drehvector } object{ Kanten pigment{Kantenfarbe} no_shadow translate 2*y rotate drehvector }