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Porta Folio

This document contains a student portfolio from 2015 created by Diego Martinez, a student studying for a Software Development degree at the Technological University of Panama. The portfolio includes 3 sentences summarizing geometric figures created using POV-Ray 3.7 rendering software under the guidance of professor Gabriela Hislop.

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Diego Martinez
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0% found this document useful (0 votes)
42 views41 pages

Porta Folio

This document contains a student portfolio from 2015 created by Diego Martinez, a student studying for a Software Development degree at the Technological University of Panama. The portfolio includes 3 sentences summarizing geometric figures created using POV-Ray 3.7 rendering software under the guidance of professor Gabriela Hislop.

Uploaded by

Diego Martinez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PORTAFOLIO ESTUDIANTIL 2015

SISTEMAS GRAFICOS
ELABORA POR:
DIEGO MARTNEZ 4-766-2436

UNIVERSIDAD TECNOLOGICA DE PANAM


ESTUDIANTE DE LICENCIATURA DE DESARROLLO DE SOFTWARE
FACULTAD DE INGENIERA DE SISTEMAS

2015

PROFESOR: GABRIELA HISLOP

FIGURAS GEOMETRICAS

// ==== Standard POV-Ray Includes


====
#include "colors.inc" // Standard
Color definitions
#include "textures.inc"
Standard Texture definitions

//

#include "functions.inc" // internal


functions usable in user defined
functions

#include "transforms.inc" //
transformation macros

// macros for

#include "chars.inc" // A complete


library of character objects, by Ken
Maeno
#include "consts.inc" // Various
constants and alias definitions
#include "debug.inc" // contains
various macros for debugging scene
files
#include "logo.inc"
// The official
POV-Ray Logo in various forms
#include "math.inc"
// general
math functions and macros
#include "rad_def.inc" // Some
common radiosity settings
#include "rand.inc"
// macros for
generating random numbers

#include "finish.inc"
finishes

// Some basic

#include "glass.inc"
textures/interiors

// Glass

#include "golds.inc"
textures

// Gold

#include "metals.inc" // Metallic


pigments, finishes, and textures
#include "stones.inc" // Binding
include-file for STONES1 and
STONES2

#include "shapesq.inc" // Predefined quartic shapes


#include "skies.inc"
defined sky spheres

// Ready

#include "stars.inc"
fields

// Some star

#include "strings.inc" // macros for


generating and manipulating text
strings

#include "stones2.inc" // More,


done by Dan Farmer and Paul Novak
#include "woodmaps.inc" // Basic
wooden colormaps

color rgb 1.0

// color of the light

light_source
{
<10, 100, -80>
light source

// position of the

color rgb 1.0


shadowless
}

// PoVRay 3.7 Scene File " ... .pov"


// author: ...
// date: ...

#include "woods.inc" // Great


wooden textures created by Dan
Farmer and Paul Novak

//------------------------------------------------------------------------#version 3.7;

camera

global_settings{ assumed_gamma 1.0


}

{
location <0.0, 5.0, -15.0>
look_at <0.0, 2.0, 0.0>
right
x*image_width/image_height

#default{ finish{ ambient 0.1 diffuse


0.9 }}
//------------------------------------------------------------------------#include "colors.inc"

#include "textures.inc"

/*camera

#include "glass.inc"

#include "metals.inc"
location <-15.0, 2.0, 0.0>

#include "golds.inc"

look_at <0.0, 2.0, 0.0>

#include "stones.inc"

right
x*image_width/image_height

#include "woods.inc"
#include "shapes.inc"

}
#include "sunpos.inc" // macro for
sun position on a given date, time,
and location on earth

// position of the

#include "stones1.inc" // Great


stone-textures created by Mike Miller

#include "shapes.inc" // macros for


generating various shapes
#include "shapes2.inc" // some not
built in basic shapes

<10, 100, 10>


light source

// --- textures ---

// --- general include files --#include "arrays.inc"


manipulating arrays

*/
#include "shapes2.inc"
#include "functions.inc"

light_source
#include "math.inc"

#include "transforms.inc"
//------------------------------------------------------------------------// camera ----------------------------------------------------------------#declare Camera_0 = camera
{/*ultra_wide_angle*/ angle 75
front view

light_source{<1500,2500,-2500>
color White}

<1.0,1.0,1.0>

[0.6 rgb

// sky --------------------------------------------------------------------

<1.5,1.5,1.5>

<0.5,0.5,0.5>

]}

[0.65 rgb

light_source{ <-1000, 800, 3000>


color White

[1.0 rgb

//

}
looks_like{ sphere{ <0,0,0>,
200

finish { ambient 0.25 diffuse

location <0.0 ,5.0 ,-

texture{ pigment{

15>

0}

color White*0.9 }
right
x*image_width/image_height

}
normal {

scale 500}

bumps 1.5

look_at <0.0 , 1.0 ,

scale 20

0.0>}

// fog --------------------------------------------------------------------

}
#declare Camera_1 = camera
{/*ultra_wide_angle*/ angle 90 //
diagonal view

finish {
ambient 0.8
diffuse

location <2.0 , 2.5 ,3.0>

0.2

right
x*image_width/image_height

fog{ fog_type 2
distance 50

phong 1

color

fog_offset 0.1

look_at <0.0 , 1.0 ,


0.0>}

fog_alt 2.0

} // end of
texture

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90 //
right side view

turbulence 0.8
} // end of sphere
} //end of looks_like

location <3.0 , 1.0 ,


0.0>

} //end of light_source

right
x*image_width/image_height

// sky -------------------------------------------------------------------

look_at <0.0 , 1.0 ,

// the dark blue

0.0>}
#declare Camera_3 = camera
{/*ultra_wide_angle*/ angle 90
top view

White

}
// ground -----------------------------------------------------------------

// sea --------------------------------------------------------------------

plane{ <0,1,0>,1 hollow


//

texture{ pigment { color rgb


<0.20, 0.20, 1.0> }

location <0.0 , 3.0 ,0.001>

finish { ambient 0.25 diffuse


0}

right
x*image_width/image_height

plane{ <0,1,0>, 0
texture{ Polished_Chrome
normal { crackle 0.15 scale
<0.35,0.25,0.25> turbulence 0.5 }

finish { reflection 0.60}

scale 10000}

look_at <0.0 , 1.0 ,


0.0>}

// the clouds

camera{Camera_0}

plane{ <0,1,0>,1 hollow

// sun --------------------------------------------------------------------

texture{pigment{ bozo turbulence


0.76
color_map { [0.5
rgbf<1.0,1.0,1.0,1.0> ]

}
//------------------------------------------------------------------------//---------------------------- objects in
scene ----------------------------

//-------------------------------------------------------------------------

cone { <-3,1.0,0>,1.0,<-3,3,0>,0

texture { pigment{ color rgb


Green}
finish { phong 1 reflection{
0.00 metallic 0.00} }

cylinder { <6,1,0>,<6,3.00,0>, 1.0

texture { pigment { color rgb


Yellow }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>
} // end of cylinder ------------------------------------

} // end of cone ------------------------------------

sphere { <0,1.50,0>, 1.0

torus { 0.35,0.15
texture { pigment{ color rgb Red}

texture { pigment{ color rgb Red}


finish { phong 1.0 reflection

finish { phong 0.4 }


} // end of texture

0.00}
} // end of texture

scale <2.5,2.5,2.5>
rotate<90,0,0> translate<-6,1.8,0>
} // end of torus ----------------------------

scale<1,1,1> rotate<0,0,0>
translate<0,0.5,0>
}

box { <2.00, 1.00, -1.00>,< 4.00, 3,


0.75>

texture { pigment{ color rgb Blue}


finish { phong 1 reflection{
0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>
} // end of box -------------------------------------

ROTACION, ESCALADO Y TRASLACION

// PoVRay 3.7 Scene File " ... .pov"

location <2.0 , 2.5 ,-

[1.00 rgb

3.0>

// author: ...

<0.6,0.7,1.0>]

right
x*image_width/image_height

// date: ...
//------------------------------------------------------------------------#version 3.7;
global_settings{ assumed_gamma 1.0
}
#default{ finish{ ambient 0.1 diffuse
0.9 }}
//------------------------------------------------------------------------#include "colors.inc"
#include "stones.inc"
#include "textures.inc"

}
scale 2

look_at <0.0 , 1.0 ,

} // end of pigment

0.0>}

} //end of skysphere

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90
//right side view

// ground ------------------------------------------------------------------

location <3.0 , 1.0 ,

plane{ <0,1,0>, 0

0.0>

texture{ pigment{ checker color


rgb Red color rgb Blue}

right
x*image_width/image_height

//normal { bumps 0.75 scale

look_at <0.0 , 1.0 ,

0.025}

0.0>}
#declare Camera_3 = camera
{/*ultra_wide_angle*/ angle 90
top view

#include "glass.inc"

finish { phong 0.1}


//

location <0.0 , 3.0 ,-

#include "metals.inc"

0.001>

#include "golds.inc"

right
x*image_width/image_height

#include "stones.inc"
look_at <0.0 , 1.0 ,
#include "woods.inc"

0.0>}

#include "shapes.inc"

camera{Camera_0}

#include "math.inc"
#include "transforms.inc"
//------------------------------------------------------------------------// camera ----------------------------------------------------------------#declare Camera_0 = camera
{perspective angle 75
// front
view
location <0.0 , 6.0 ,-

} // end of plane
//-------------------------------------------------------------------------//---------------------------- objects in
scene ---------------------------//-------------------------------------------------------------------------//-----------------------------------TORUS---------------------------------------

#include "shapes2.inc"
#include "functions.inc"

} // end of texture

global_settings { ambient_light rgb<5,


5, 5>}
light_source { <3, 8, -8> color White}

torus { 2,0.75
texture { DMFWood1
finish { phong 1 reflection {
0.00 metallic 0.50} }

// sun --------------------------------------------------------------------light_source{< 3000,3000,-3000>


color White}
// sky ---------------------------------------------------------------------

3.0>

sky_sphere { pigment { gradient


<0,1,0>

right
x*image_width/image_height

color_map { [0.00 rgb


<0.6,0.7,1.0>]

look_at <0.0 , 0.0 ,

[0.35 rgb

2.0>}

<0.1,0.0,0.8>]

#declare Camera_1 = camera


{/*ultra_wide_angle*/ angle 90 //
diagonal view

<0.1,0.0,0.8>]

[0.65 rgb

} // end of texture
scale <0.35,0.35,0.35>
rotate<0,0,0> translate<0,0.25,0>
} // end of torus ------------------------------

//--------------------------------------box-----------------------------------box { <-2.00, 0.00, 4.00>,< -4.00, 1,


2.00>

texture { T_Stone26

finish { phong 1 reflection{


0.00 metallic 0.00} }
} // end of texture

sphere { <0,0,0>, 1

texture { T_Stone25
finish { phong 1.0 reflection

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

0.00}
} // end of texture

} // end of box ------------------------------------scale<1,1,1> rotate<0,0,0>


translate<0,0,3>
//------------------------------cilindro-------------------------------------------cylinder { <0,0,0>,<0,1.00,0>, 1
texture { T_Stone27
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<3,0,3>
} // end of cylinder ------------------------------------

//-----------------------------------cone--------------------------------------cone{ <0,0,0>,1.00,<0,1,0>,0.600

texture { T_Stone29
// pigment{ color
rgb<1.00,0.60,0.00>}
finish { phong 0.5 reflection{
0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0>
translate<0,0.0001,6>
} // end of cone ---------------------------------//--------------------------------circulo------------------------------------------

} // end of sphere ----------------------------------

ROTACION, ESCALADO Y TRASLACION 2

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"

#declare Camera_1 =
camera
{/*ultra_wide_angle*/
angle 90 // diagonal view
location
<2.0 , 2.5 ,-3.0>
right
x*image_width/image_hei
ght
look_at
<0.0 , 1.0 , 0.0>}
#declare Camera_2 =
camera
{/*ultra_wide_angle*/
angle 90 //right side view

#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"

right
x*image_width/image_hei
ght

//-----------------------------------------------------------------------// camera ---------------------------------------------------------------#declare Camera_0 =


camera {perspective angle
75
// front view

// sky -------------------------------------------------------------------sky_sphere { pigment {


gradient <0,1,0>
color_map {
[0.00 rgb <0.6,0.7,1.0>]
[0.35
rgb <0.1,0.0,0.8>]
[0.65
rgb <0.1,0.0,0.8>]

location
<3.0 , 4.0 , 0.0>

#include "transforms.inc"

light_source { <3, 8, -8>


color White}

[1.00
rgb <0.6,0.7,1.0>]

look_at
<0.0 , 1.0 , 0.0>}
#declare Camera_3 =
camera
{/*ultra_wide_angle*/
angle 90
// top view
location

}
scale 2
} // end of
pigment
} //end of skysphere
// ground ----------------------------------------------------------------plane{ <0,1,0>, 0

<0.0 , 6.0 ,0>

location
<0.0 , 4.0 ,-12.0>

right
x*image_width/image_hei
ght

texture{ pigment{
checker color
rgb<0.47,0.47,0.47> color
rgb<0.48,0.57,0.57>}

right
x*image_width/image_hei
ght

look_at
<0.0 , 1.0 , 0.0>}

//normal { bumps
0.75 scale 0.025}

look_at
<0.0 , 1.0 , 0.0>}

camera{Camera_0}
// sun --------------------------------------------------------------------

finish { phong 0.1}


} // end of texture
} // end of plane

}
// ground ----------------------------------------------------------------plane{ <0,1,4>, 0
texture{ pigment{
checker color
rgb<0.62,0.93,0.72> color
rgb<0.48,0.57,0.57>}
//normal { bumps
0.75 scale 0.025}
finish { phong 0.1}
} // end of texture
} // end of plane

objects in scene --------------

//----------------------------------cuadro izq--------------------------------------box { <-1.00, 0.00, -1.00>,<


1.00, 1.00, 1.00>

texture { T_Stone23
finish { phong 1
reflection{ 0.00 metallic
0.00} }
} // end of texture

scale <1,1,1>
rotate<0,0,0> translate<3,0,-3>

finish { phong 1.0


reflection 0.00}
} // end of texture

torus { 1.0,0.35
texture { T_Stone23
finish { phong 1
reflection { 0.00 metallic
0.50} }
} // end of texture
scale <1,1,1>
rotate<0,0,0>
translate<0,0,-3>
} // end of torus -----------------------------cone {
<0,0,0>,1.05,<0,1.50,0>,0.5
0

texture { T_Stone23
finish { phong 1
reflection{ 0.00 metallic
0.00} }

scale<1,1,1>
rotate<0,0,0>
translate<3.25,2,-3>
} // end of sphere ---------------------------------cylinder {
<0,0,0>,<0,2.00,0>, 0.50

texture { T_Stone23
//normal {
bumps 0.5 scale
<0.005,0.25,0.005>}
finish { phong
0.5 reflection{ 0.00 metallic
0.00} }
} // end of
texture

} // end of texture

scale <1,1.15,1>
rotate<0,0,0>
translate<0,0,-3>
} // end of cone -----------------------------------//----------------------------------cilindro y esfera--------------------------------------sphere { <0,0,0>, 1

texture { T_Stone23

scale <2,0.5,2>
rotate<0,0,0>
translate<3.25,0,-3>
} // end of cylinder ------------------------------------

MUECO DE NIEVE

// PoVRay 3.7 Scene File " ... .pov"

location <-10.0 , 4 ,13.0>

// author: ...

// sea --------------------------------------------------------------------

right
x*image_width/image_height

// date: ...
//------------------------------------------------------------------------#version 3.7;
global_settings{ assumed_gamma 1.0
}
#default{ finish{ ambient 0.1 diffuse
0.9 }}
//-------------------------------------------------------------------------

plane{<0,1,0>, 0

look_at <0.0 , 4.0 , 3.0>}

finish { reflection 0.60 }}}

location <8.0 , 4.0 , 2>


//-------------------------------------------------------------------------

right
x*image_width/image_height

//---------------------------- objects in
scene ----------------------------

0.0>}

#include "textures.inc"

#declare Camera_3 = camera


{/*ultra_wide_angle*/ angle 90
top view

#include "glass.inc"
#include "metals.inc"

//

location <0.0 , 3.0 ,-

#include "golds.inc"

0.001>

#include "stones.inc"

right
x*image_width/image_height

#include "woods.inc"
look_at <0.0 , 1.0 ,
#include "shapes.inc"

0.0>}

#include "shapes2.inc"

camera{Camera_0}

#include "functions.inc"

// sun --------------------------------------------------------------------

#include "math.inc"

light_source{<1500,2500,-2500>
color White}

#include "transforms.inc"
//------------------------------------------------------------------------// camera ----------------------------------------------------------------#declare Camera_0 = camera
{/*ultra_wide_angle*/ angle 75
front view

//

location <0.0 , 4.0 ,-

texture{Polished_Chrome
normal { crackle 0.15 scale
<0.35,0.25,0.25> turbulence 0.5 }

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90 //
right side view

look_at <0.0 , 4.0 ,

#include "colors.inc"

fog{distance 300000 color White}

//------------------------------------------------------------------------#declare muneco =
//-----------------------CUERPO---------------------------------------

sphere { <0,0,0>, 2

texture { pigment{ color rgb


White}
finish { phong 1.0 reflection
0.00}
}

// sky -------------------------------------------------------------------plane{<0,1,0>,1 hollow


texture{pigment{ bozo turbulence
0.85 scale 1.0 translate<5,0,0>
color_map { [0.5 rgb
<0.20, 0.20, 1.0>]

10.0>

scale<1,1,1> rotate<0,0,0>
translate<0,2,0>
}

//-------------------------CABEZA------------------------------------

[0.6 rgb <1,1,1>]

right
x*image_width/image_height
look_at <0.0 , 4.0 ,

[1.0 rgb
<0.5,0.5,0.5>]}
}

0.0>}
finish {ambient 1 diffuse 0} }
#declare Camera_1 = camera
{/*ultra_wide_angle*/ angle 90 //
diagonal view

sphere { <0,0,0>, 1.5

texture { pigment{ color rgb


White}

scale 10000}
finish { phong 1.0 reflection
//------------------------------

0.00}

} // end of texture

sphere { <0,0,0>, 0.1

scale<1,1,1> rotate<0,0,0>
translate<0,5.5,0>

texture { pigment{ color rgb


Black}

} // end of sphere ----------------------------------

0.00}

finish { phong 1.0 reflection

sphere { <0,0,0>, 0.3

texture { pigment{ color rgb


White}

sphere_sweep {
b_spline
6,

} // end of texture
//-------------------------OJO IZQ------------------------------------

//---------------------------BOCA----------------------------------

<-1.50, 1.00, 0>, 0.15,


<-1.25, 1.00, 0>, 0.15,

scale<1,1,1> rotate<0,0,0>
translate<-0.52,5.5,-1.6>
} // end of sphere ---------------------------------//-------------------------OJO DER
centro-------------------------------------

<-1.00, 0.00, 0>, 0.15,


< 1.00, 0.00, 0>, 0.15,
< 1.25, 1.00, 0>, 0.15,
< 1.50, 1.00, 0>, 0.15
tolerance 0.1

finish { phong 1.0 reflection


0.00}

sphere { <0,0,0>, 0.1


texture{ pigment{ color rgb Red}

} // end of texture

finish { phong 1 }

texture { pigment{ color rgb


Black}
scale<1,1,1> rotate<0,0,0>
translate<-0.5,5.5,-1.3>
} // end of sphere ----------------------------------

} // end of texture

finish { phong 1.0 reflection


0.00}
} // end of texture

//-------------------------OJO DER------------------------------------

scale<0.5,0.5,0.5> rotate<0,0,0>
translate<0,4.25,-1>
}

scale<1,1,1> rotate<0,0,0>
translate<+0.52,5.5,-1.6>
sphere { <0,0,0>, 0.3

texture { pigment{ color rgb


White}
finish { phong 1.0 reflection

} // end of sphere ---------------------------------//-------------------------NARIZ-----------------------------------cone { <0,0,3>,0.75,<0,-0.2,0>,0

//---------------------------BOTONES---------------------------------sphere { <0,0,0>, 0.25

texture { pigment{ color rgb Red}

0.00}

finish { phong 1.0 reflection


} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<+0.5,5.5,-1.3>
} // end of sphere ---------------------------------//-------------------------OJO
IZQ centro------------------------------------

texture { pigment{ color rgb


Orange}

0.00}
} // end of texture

finish { phong 1 reflection{


0.00 metallic 0.00} }
} // end of texture

scale <0.5,0.5,0.5> rotate<0,0,0>


translate<0,5,-2.5>
} // end of cone ------------------------------------

scale<1,1,1> rotate<0,0,0>
translate<0,3.5,-1.2>
} // end of sphere ---------------------------------//--------------------------BOTONES----------------------------------sphere { <0,0,0>, 0.25

texture { pigment{ color rgb Red}


finish { phong 1.0 reflection
0.00}

object{//Round_Cone(
point A, radius A, point B, radius B,
rounding radius, merge on)
Round_Cone( <0,0,0>, 0.70 ,
<0,1.20,0>, 0.40 , 0.15, 0)

} // end of texture
texture{ pigment{ color rgb Black
scale<1,1,1> rotate<0,0,0>
translate<0,3,-1.6>
} // end of sphere ---------------------------------//--------------------------BOTONES-----------------------------------

}
//normal { radial sine_wave
frequency 30}

cylinder { <0,0,3>,<0,2.00,0>,
0.30

texture { pigment { color


rgb<1,1,1> }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

finish { phong 1 }
scale 0.25
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<2,3,-3>

sphere { <0,0,0>, 0.25


scale<2.5,1,2.5> rotate<0,0,0>
translate<0,6,0>
texture { pigment{ color rgb Red}
finish { phong 1.0 reflection
0.00}
} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<0,2.5,-1.8>
} // end of sphere ---------------------------------//---------------------------BOTONES----------------------------------

} // ---------------------------------------------------------- end Round_Cone


//---------------------------ANTE
BRAZO IZQ-----------------------------------

//---------------------------ANTE
BARZO DER----------------------------------//---------------------------BRAZO IZQ---------------------------------cylinder { <1.5,0,0>,<0,2.00,0>,
0.30

sphere { <0,0,0>, 0.25


texture { pigment { color
rgb<1,1,1> }
texture { pigment{ color rgb Red}
finish { phong 1.0 reflection
0.00}
} // end of texture

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<0,2,-1.85>
} // end of sphere ----------------------------------

//---------------------------SOMBRERO----------------------------------

scale <1,1,1> rotate<0,0,0>


translate<-3,3,0>
} // end of cylinder ------------------------------------

//---------------------------BRAZO
DER-----------------------------------

} // end of cylinder ------------------------------------

object { muneco rotate


<0,clock*360,0> }

ANIMACION MUECO DE NIEVE

// PoVRay 3.7 Scene File " ... .pov"

location <-10.0 , 4 ,13.0>

// author: ...

// sea --------------------------------------------------------------------

right
x*image_width/image_height

// date: ...
//------------------------------------------------------------------------#version 3.7;
global_settings{ assumed_gamma 1.0
}
#default{ finish{ ambient 0.1 diffuse
0.9 }}
//-------------------------------------------------------------------------

plane{<0,1,0>, 0

look_at <0.0 , 4.0 , 3.0>}

finish { reflection 0.60 }}}

location <8.0 , 4.0 , 2>


//-------------------------------------------------------------------------

right
x*image_width/image_height

//---------------------------- objects in
scene ----------------------------

0.0>}

#include "textures.inc"

#declare Camera_3 = camera


{/*ultra_wide_angle*/ angle 90
top view

#include "glass.inc"
#include "metals.inc"

//

location <0.0 , 3.0 ,-

#include "golds.inc"

0.001>

#include "stones.inc"

right
x*image_width/image_height

#include "woods.inc"
look_at <0.0 , 1.0 ,
#include "shapes.inc"

0.0>}

#include "shapes2.inc"

camera{Camera_0}

#include "functions.inc"

// sun --------------------------------------------------------------------

#include "math.inc"

light_source{<1500,2500,-2500>
color White}

#include "transforms.inc"
//------------------------------------------------------------------------// camera ----------------------------------------------------------------#declare Camera_0 = camera
{/*ultra_wide_angle*/ angle 75
front view

//

location <0.0 , 4.0 ,-

texture{Polished_Chrome
normal { crackle 0.15 scale
<0.35,0.25,0.25> turbulence 0.5 }

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90 //
right side view

look_at <0.0 , 4.0 ,

#include "colors.inc"

fog{distance 300000 color White}

//------------------------------------------------------------------------#declare muneco =
//-----------------------CUERPO--------------------------------------union {
sphere { <0,0,0>, 2

texture { pigment{ color rgb


White}
finish { phong 1.0 reflection
0.00}
}

// sky -------------------------------------------------------------------plane{<0,1,0>,1 hollow


texture{pigment{ bozo turbulence
0.85 scale 1.0 translate<5,0,0>
color_map { [0.5 rgb
<0.20, 0.20, 1.0>]

10.0>

scale<1,1,1> rotate<0,0,0>
translate<0,2,0>
}

//-------------------------CABEZA------------------------------------

[0.6 rgb <1,1,1>]

right
x*image_width/image_height
look_at <0.0 , 4.0 ,

[1.0 rgb
<0.5,0.5,0.5>]}
}

0.0>}
finish {ambient 1 diffuse 0} }
#declare Camera_1 = camera
{/*ultra_wide_angle*/ angle 90 //
diagonal view

sphere { <0,0,0>, 1.5

texture { pigment{ color rgb


White}

scale 10000}
finish { phong 1.0 reflection
//------------------------------

0.00}

} // end of texture

sphere { <0,0,0>, 0.1

scale<1,1,1> rotate<0,0,0>
translate<0,5.5,0>

texture { pigment{ color rgb


Black}

} // end of sphere ----------------------------------

0.00}

finish { phong 1.0 reflection

sphere { <0,0,0>, 0.3

texture { pigment{ color rgb


White}

sphere_sweep {
b_spline
6,

} // end of texture
//-------------------------OJO IZQ------------------------------------

//---------------------------BOCA----------------------------------

<-1.50, 1.00, 0>, 0.15,


<-1.25, 1.00, 0>, 0.15,

scale<1,1,1> rotate<0,0,0>
translate<-0.52,5.5,-1.6>
} // end of sphere ---------------------------------//-------------------------OJO DER
centro-------------------------------------

<-1.00, 0.00, 0>, 0.15,


< 1.00, 0.00, 0>, 0.15,
< 1.25, 1.00, 0>, 0.15,
< 1.50, 1.00, 0>, 0.15
tolerance 0.1

finish { phong 1.0 reflection


0.00}

sphere { <0,0,0>, 0.1


texture{ pigment{ color rgb Red}

} // end of texture

finish { phong 1 }

texture { pigment{ color rgb


Black}
scale<1,1,1> rotate<0,0,0>
translate<-0.5,5.5,-1.3>
} // end of sphere ----------------------------------

} // end of texture

finish { phong 1.0 reflection


0.00}
} // end of texture

//-------------------------OJO DER------------------------------------

scale<0.5,0.5,0.5> rotate<0,0,0>
translate<0,4.25,-1>
}

scale<1,1,1> rotate<0,0,0>
translate<+0.52,5.5,-1.6>
sphere { <0,0,0>, 0.3

texture { pigment{ color rgb


White}
finish { phong 1.0 reflection

} // end of sphere ---------------------------------//-------------------------NARIZ-----------------------------------cone { <0,0,3>,0.75,<0,-0.2,0>,0

//---------------------------BOTONES---------------------------------sphere { <0,0,0>, 0.25

texture { pigment{ color rgb Red}

0.00}

finish { phong 1.0 reflection


} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<+0.5,5.5,-1.3>
} // end of sphere ---------------------------------//-------------------------OJO
IZQ centro------------------------------------

texture { pigment{ color rgb


Orange}

0.00}
} // end of texture

finish { phong 1 reflection{


0.00 metallic 0.00} }
} // end of texture

scale <0.5,0.5,0.5> rotate<0,0,0>


translate<0,5,-2.5>
} // end of cone ------------------------------------

scale<1,1,1> rotate<0,0,0>
translate<0,3.5,-1.2>
} // end of sphere ---------------------------------//--------------------------BOTONES----------------------------------sphere { <0,0,0>, 0.25

texture { pigment{ color rgb Red}


finish { phong 1.0 reflection
0.00}

object{//Round_Cone(
point A, radius A, point B, radius B,
rounding radius, merge on)
Round_Cone( <0,0,0>, 0.70 ,
<0,1.20,0>, 0.40 , 0.15, 0)

} // end of texture
texture{ pigment{ color rgb Black
scale<1,1,1> rotate<0,0,0>
translate<0,3,-1.6>
} // end of sphere ---------------------------------//--------------------------BOTONES-----------------------------------

}
//normal { radial sine_wave
frequency 30}

cylinder { <1.5,0,0>,<0,2.00,0>, 0.30

texture { pigment { color


rgb<1,1,1> }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

finish { phong 1 }
scale 0.25
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<3,3,0>

sphere { <0,0,0>, 0.25


scale<2.5,1,2.5> rotate<0,0,0>
translate<0,6,0>
texture { pigment{ color rgb Red}
finish { phong 1.0 reflection
0.00}
} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<0,2.5,-1.8>
} // end of sphere ---------------------------------//---------------------------BOTONES----------------------------------

} // ---------------------------------------------------------- end Round_Cone


//---------------------------ANTE
BRAZO IZQ-----------------------------------

//---------------------------ANTE
BARZO DER----------------------------------//---------------------------BRAZO IZQ---------------------------------cylinder { <1.5,0,0>,<0,2.00,0>,
0.30

sphere { <0,0,0>, 0.25


texture { pigment { color
rgb<1,1,1> }
texture { pigment{ color rgb Red}
finish { phong 1.0 reflection
0.00}
} // end of texture

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale<1,1,1> rotate<0,0,0>
translate<0,2,-1.85>
} // end of sphere ----------------------------------

//---------------------------SOMBRERO----------------------------------

scale <1,1,1> rotate<0,0,0>


translate<-3,3,0>
} // end of cylinder ------------------------------------

//---------------------------BRAZO
DER-----------------------------------

} // end of cylinder -----------------------------------}


object { muneco rotate
<0,clock*460,0> }

CSG

// PoVRay 3.7 Scene File " ... .pov"

location <2.0 , 1.5 ,-

right
x*image_width/image_height //
aspect

1.0>

// author: ...
// date: ...

right
x*image_width/image_height

//-------------------------------------------------------------------------

0.0>}

#version 3.7;
global_settings{ assumed_gamma 1.0
}
#default{ finish{ ambient 0.1 diffuse
0.9 }}
//-------------------------------------------------------------------------

look_at <0.0 , 1.0 ,

//
//end of skysphere

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90
//right side view

// ground ----------------------------------------------------------------/*

location <3.0 , 1.0 ,


0.0>

plane{ <0,1,0>, 0

right
x*image_width/image_height

texture{ pigment{ color rgb


<0.7,0.5,0.3>}

look_at <0.0 , 1.0 ,

#include "colors.inc"

//normal { bumps 0.75 scale

0.0>}

#include "textures.inc"

0.025}

#declare Camera_3 = camera


{/*ultra_wide_angle*/ angle 90
top view

#include "glass.inc"
#include "metals.inc"

location <0.0 , 3.0 ,-

#include "golds.inc"

0.001>

#include "stones.inc"

right
x*image_width/image_height

#include "woods.inc"
look_at <0.0 , 1.0 ,
#include "shapes.inc"

0.0>}

#include "shapes2.inc"

camera{Camera_1}

#include "functions.inc"

// sun --------------------------------------------------------------------

#include "math.inc"

light_source{< -3000, 3000, -3000>


color White}

#include "transforms.inc"
//------------------------------------------------------------------------// camera ----------------------------------------------------------------#declare Camera_0 = camera
{/*ultra_wide_angle*/ angle 75
front view

// sky -------------------------------------------------------------------sky_sphere { pigment { color rgb


<1.0,1.0,1.0>}

finish { phong 0.1}

//

} // end of texture
} // end of plane
*/
//------------------------------------------------------------------------//---------------------------- objects in
scene ---------------------------//------------------------------------------------------------------------#declare esfera =
//-----------------------CUERPO--------------------------------------union {
difference {
intersection {

//

sphere { <0,0,0>, 0.65


}

location <0.0 , 1.0 ,3.0>

texture { pigment{ color rgb Blue}

right
x*image_width/image_height

// perspective (default, not


required) camera

finish { phong 1.0 reflection


0.00}

camera {
look_at <0.0 , 1.0 ,

} // end of texture

0.0>}

perspective

#declare Camera_1 = camera


{/*ultra_wide_angle*/ angle 90 //
diagonal view

location <-2, 2, -1>


look_at <0, 0, 0>

scale<1,1,1> rotate<0,0,0>
translate<0,0.5,0>

} // end of sphere ----------------------------------

} // end of cylinder -----------------------------------

box { <-1.00, 0.00, -1.00>,< 1, 2.00,


1.00>

cylinder { <0,0,-1.20>,<0,0,1.20>,0.30

texture { pigment{ color rgb Red}


finish { phong 1 reflection{
0.00 metallic 0.00} }
} // end of texture

texture { pigment { color rgb


Green}
//normal { bumps 0.5
scale 0.005}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <0.5,0.5,0.5> rotate<0,0,0>


translate<0,0,0>
} // end of box -------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<0,0.5,-0.5>
} // end of cylinder ----------------------------------}

}
}

union

}
{
cylinder { <0,-0.1,0>,<0,2.5,0>, 0.30
object { esfera rotate
<0,clock*460,0> }
texture { pigment { color rgb
Green }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,0.5,1> rotate<0,0,0>


translate<0,0,0>
} // end of cylinder -----------------------------------cylinder { <-1.1,0,0>,<1.1,0,0>, 0.30
texture { pigment { color rgb
Green}
//normal { bumps 0.5
scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <0.5,1,1> rotate<0,0,0>
translate<0,0.5,0>

PARCIAL #1 PARQUE

location <2.0 , 2.5 ,-

fog{fog_type 2

3.0>

// PoVRay 3.7 Scene File " ... .pov"

distance 50

right
x*image_width/image_height

// author: ...
// date: ...

color

fog_offset 0.1

look_at <0.0 , 1.0 ,

//------------------------------------------------------------------------#version 3.7;
global_settings{ assumed_gamma 1.0
}
#default{ finish{ ambient 0.1 diffuse
0.9 }}
//------------------------------------------------------------------------#include "colors.inc"

0.0>}

fog_alt 2.0

#declare Camera_2 = camera


{/*ultra_wide_angle*/ angle 90 //
right side view

turbulence 0.8}
// ground -----------------------------------------------------------------

location <3.0 , 1.0 ,


0.0>

plane { <0,1,0>, 0

right
x*image_width/image_height

texture{ pigment{ color


Green*0.4 }

look_at <0.0 , 1.0 ,

normal { bumps 0.75

0.0>}

scale 0.015 }

#declare Camera_3 = camera


{/*ultra_wide_angle*/ angle 90
top view

#include "textures.inc"
#include "glass.inc"

right
x*image_width/image_height

#include "golds.inc"

look_at <0.0 , 0.0 ,

#include "stones.inc"

finish { phong 0.1 }

//

location <0 , 30 ,0>

#include "metals.inc"

White

0.0>}

} // end of texture
} // end of plane
//------------------------------------------------------------------------//---------------------------- objects in
scene ----------------------------

#include "woods.inc"
camera{Camera_0}
#include "shapes.inc"
// sun --------------------------------------------------------------------

#include "shapes2.inc"
#include "functions.inc"

light_source{<1500,2500,-2500>
color White}

#include "math.inc"
#include "transforms.inc"

// sky --------------------------------------------------------------------

//-------------------------------------------------------------------------

plane{<0,1,0>,1 hollow

// camera ----------------------------------------------------------------#declare Camera_0 = camera


{/*ultra_wide_angle*/ angle 75
front view

//

//-----------------------------ARBOL--------------------------------------#declare arbol =
union {
cylinder { <0,0,0>,<0,7,0>, 2

texture{ pigment{ bozo


turbulence 0.76
color_map { [0.5 rgb
<0.20, 0.20, 1.0>]

texture { pigment { color rgb


Brown }
finish { phong 0.5 reflection{
0.00 metallic 0.00} }
}

[0.6 rgb <1,1,1>]

location <10 , 18.0 ,38.0>

//-------------------------------------------------------------------------

[1.0 rgb

scale <0.4,1,0.4> rotate<0,0,0>


translate<-5,0,0>

<0.5,0.5,0.5>]}

right
x*image_width/image_height

}
}
cone { <0,5,0>,3,<0,8.50,0>,0
finish {ambient 1 diffuse 0} }
look_at <0 , 1.0 ,
0.0>}
#declare Camera_1 = camera
{/*ultra_wide_angle*/ angle 90 //
diagonal view

scale 10000}
// fog --------------------------------------------------------------------

texture { pigment{ color rgb


Green*0.2}
finish { phong 1 reflection{
0.00 metallic 0.00} }

}
scale <1,1,1> rotate<0,0,0>
translate<-5,1,0>

max_gradient 8

rotate<-90,0,0>
scale 1.25

texture{ pigment{ color Gray60}

translate< +0,1.5,+8>

normal { bumps 0.15 scale


0.015}

}
}
object { arbol translate <17,-1.5,6> }

finish { specular 0.2 phong 0.7 }

object { arbol translate <9,-1.5,6> }


object { arbol translate <1,-1.5,6>
}

}
rotate<-90,0,0>

//--------------------------------------------------------------------------isosurface { //-----------------------------------------------------------function{

scale 1.25

object { arbol translate <-7,1.5,6> }

f_mesh1(
translate< +0,1.5,-20>
x,y,z,

}
// ---------------------------------------------------------------------------------------------

isosurface { //-----------------------------------------------------------function{
f_mesh1(
x,y,z,

//---------------------------cerca------------------------------------------------isosurface { //-----------------------------------------------------------function{
f_mesh1(
x,y,z,
0.45, // distance between
neighboring threads in the x
direction,
0.30, // distance between
neighboring threads in the z
direction,

0.45, // distance between


neighboring threads in the x
direction,
0.30, // distance between
neighboring threads in the z
direction,

0.25 // relative thickness in the y


direction
)
}

0.25 // relative thickness in the y


direction

threshold 0.01
max_gradient 8

)
}

threshold 0.01

texture{ pigment{ color Gray60}


normal { bumps 0.15 scale
0.015}
finish { specular 0.2 phong 0.7 }
max_gradient 8
}

0.25 // relative thickness in the y


direction

threshold 0.01

0.05, // amplitude of the weaving


effect,

contained_by {box {<-14,-1,1>,<8,1,1>}}

0.05, // amplitude of the weaving


effect,

contained_by {box {<-14.5,-1,1>,<8.5,1,1>}}

0.15, // relative thickness in the x


and z directions,

0.05, // amplitude of the weaving


effect,

contained_by {box {<-14.5,-1,1>,<11.5,1,1>}}

0.30, // distance between


neighboring threads in the z
direction,

0.15, // relative thickness in the x


and z directions,

0.15, // relative thickness in the x


and z directions,

0.45, // distance between


neighboring threads in the x
direction,

texture{ pigment{ color Gray60}


normal { bumps 0.15 scale
0.015}
finish { specular 0.2 phong 0.7 }
}

rotate<-90,90,0>
scale 1.25
translate<+14,1.5,-9.5>
}

isosurface { //------------------------------------------------------------

texture{ pigment{ color


rgb<1,1,1>*0.3}

function{
f_mesh1(

normal { bumps 0.5 scale


0.005}
finish { phong 0.1}

x,y,z,
0.45, // distance between
neighboring threads in the x
direction,

//-------------------------------------------------------------------------

//---------------------------------rueda-------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<-20,0,0>
declare cilindro0 =

0.30, // distance between


neighboring threads in the z
direction,
0.15, // relative thickness in the x
and z directions,
0.05, // amplitude of the weaving
effect,

union{

box { <-1.00, 0.00, -23>,< 2.00, 0.001,


12>

torus { 2,0.10

texture{ pigment{ color


rgb<1,1,1>*0.3}

texture { pigment{ color


rgb<1,1,1>*0.15 }

} // end of texture

0.25 // relative thickness in the y


direction

finish { phong 0.1}


}

scale <1,1,1> rotate<0,0,0>


translate<15,0,0>

}
contained_by {box {<-14,-1,1>,<8,1,1>}}
threshold 0.01
max_gradient 8

box { <6.00, 0.00, -23>,< -30.00,


0.001, -20>
texture{ pigment{ color
rgb<1,1,1>*0.3}

rotate<-90,90,0>
scale 1.25
translate<-18,1.5,-9.5>
}

union {cylinder { <0,0,0>,<0,0,1.5>,0.10

finish { phong 0.1}

//normal { bumps 0.5


scale 0.005}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

}
scale <1,1,1> rotate<0,0,0>
translate<9,0,0>

} // end of texture
scale <1,1,1> rotate<0,0,0>
translate<0,2,0>

}
box { <6.00, 0.00, +12>,< -30.00,
0.001, +9>
texture{ pigment{ color
rgb<1,1,1>*0.3}

0.005}
//-------------------------------------------------------------------------

box { <-1.00, 0.00, -23>,< 2.00, 0.001,


12>

declare cilindro =

texture { pigment { color


rgb<1,1,1>}

normal { bumps 0.5 scale

//-----------------------------acera---------------------------------------

} // end of torus ------------------------------

normal { bumps 0.5 scale


0.005}

normal { bumps 0.15 scale


0.015}
finish { specular 0.2 phong 0.7 }

scale <2,1,1> rotate<90,0,0>


translate<0,0,0>

texture{ pigment{ color Gray60}

finish { phong 0.4 }

normal { bumps 0.5 scale


0.005}

finish { phong 0.1}


}
scale <1,1,1> rotate<0,0,0>
translate<9,0,0>
}

}
}
declare OBJETO0 =
union{
object { cilindro translate <-4,-1.5,0>
}
object { cilindro0 translate <0,0,1.5> }
object { cilindro0 translate <0,0,0> }

object { cilindro translate <-2,0.20,0> }


object { cilindro translate <0,0,0> }
object { cilindro translate <2,0.20,0> }

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>
object { OBJETO0 translate <0,0,0>

declare cilindro5 =
union{
cylinder { <-1,0,0>,<1,0,0>, 0.15
texture { pigment { color
Gray20}

object { cilindro translate <4,-1.5,0>


}
}

} // end of cylinder ------------------------------------

//normal { bumps 0.5


scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

} // end of texture

declare cilindro3 =
union{
//------------------------------------------------------------------------//-declare cilindro1 =
union{
cylinder { <0,0,0>,<0,6.00,0>, 0.15

cylinder { <-1.5,0,0>,<0.5,0,0>, 0.15


texture { pigment { color
Gray20}
//normal { bumps 0.5
scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>
} // end of cylinder ----------------------------------}
declare cilindro6 =
union{
cylinder { <0,0,0>,<0,3.50,0>, 0.07

} // end of texture
texture { pigment { color
Gray20 }

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

texture { pigment { color


Gray20 }

//normal { bumps 0.5


scale <0.005,0.25,0.005>}

} // end of cylinder -----------------------------------

//normal { bumps 0.5


scale <0.005,0.25,0.005>}

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

} // end of texture

// end of cylinder -----------------------------------

} // end of texture

declare cilindro4 =
scale <1,1,1> rotate<0,0,0>
translate<0,0,0>
} // end of cylinder -----------------------------------}
declare cilindro2 =
union{
cylinder { <-2,0,0>,<-2,6.00,0>, 0.15

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

union{
cylinder { <0,0,0>,<0,0,4.10>,0.15
texture { pigment { color
Gray20}

//normal { bumps 0.5


scale 0.005}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

texture { pigment { color


Gray20 }

} // end of cylinder ------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>
} // end of cylinder -----------------------------------

declare OBJETO1 =
union{
object { cilindro1 translate <1.5,-1,2>
}
object { cilindro1 translate <1.5,-1,2> }

object { cilindro2 translate <1.5,1,2> }

//normal { bumps 0.5


scale <0.005,0.25,0.005>}

object { cilindro2 translate <1.5,-1,2> }

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

object { cilindro3 translate


<1,4.85,2> }
object { cilindro3 translate <1,4.85,2> }
object { cilindro4 translate <0.5,4.85,-2.20> }
object { cilindro4 translate
<1.5,4.85,-2.20> }
object { cilindro5 translate
<0.5,4.85,1.5> }
object { cilindro5 translate
<0.5,4.85,0.5> }
object { cilindro5 translate
<0.5,4.85,-1.5> }
object { cilindro5 translate
<0.5,4.85,-0.5> }
object { cilindro6 translate <0.5,1,1.5> }

declare cilindro5 =
union{
cylinder { <-1,0,0>,<1,0,0>, 0.15
texture { pigment { color Red}

} // end of texture

//normal { bumps 0.5


scale <0.25, 0.005,0.005>}
scale <1,1,1> rotate<0,0,0>
translate<0,0,0>

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

} // end of cylinder ------------------------------------

} // end of texture
scale <1,1,1> rotate<0,0,0>
translate<0,0,0>

}
declare cilindro3 =
union{

} // end of cylinder -----------------------------------

cylinder { <-1.5,0,0>,<0.5,0,0>, 0.15

texture { pigment { color Red}


//normal { bumps 0.5
scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

declare OBJETO2 =
union{
object { cilindro1 translate <-0.45,1,2> }
object { cilindro1 translate <-0.45,1,-2> }

object { cilindro6 translate <0.5,1,0.5> }

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

object { cilindro1 translate <1.45,1,2> }

object { cilindro6 translate


<0.5,1,1.5> }

} // end of cylinder -----------------------------------

object { cilindro1 translate <1.45,1,-2> }

object { cilindro6 translate


<0.5,1,0.5> }

// end of cylinder -----------------------------------

object { cilindro3 translate


<1,3.85,2> }

object { OBJETO1 translate <8,1,6.5> }

declare cilindro4 =
object { cilindro4 translate <0.5,3.85,-2.20> }

union{
cylinder { <0,0,0>,<0,0,4.10>,0.15
texture { pigment { color Red}
//normal { bumps 0.5
scale 0.005}
//-------------------------escalera------------------------

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

declare cilindro1 =
union{
cylinder { <0,0,0>,<0,5.00,0>, 0.15

} // end of texture
scale <1,1,1> rotate<0,0,0>
translate<0,0,0>
} // end of cylinder -----------------------------------

texture { pigment { color Red }

object { cilindro3 translate <1,3.85,2> }

object { cilindro4 translate


<1.5,3.85,-2.20> }
object { cilindro5 translate
<0.5,3.85,1.5> }
object { cilindro5 translate
<0.5,3.85,0.5> }
object { cilindro5 translate
<0.5,3.85,-1.5> }
object { cilindro5 translate
<0.5,3.85,-0.5> }
object { cilindro5 translate <0.5,1,2.0> }

object { cilindro5 translate <0.5,2,2.0> }

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

object { cilindro5 translate <0.5,3,2.0> }


object { cilindro5 translate
<0.5,1,2.0> }
object { cilindro5 translate
<0.5,2,2.0> }

} // end of texture

scale <4,1,4> rotate<0,0,0>


translate<0,0.5,0>
}

} // end of sphere ---------------------------------cylinder { <0,0,0>,<0,2.4,0>, 0.10

texture { pigment { color Blue }


//normal { bumps 0.5
scale <0.005,0.25,0.005>}

object { cilindro5 translate


<0.5,3,2.0> }
}

scale<1,1,1> rotate<0,0,0>
translate<0,2.90,0>

cylinder { <-1,0,0>,<1,0,0>, 0.10

object {OBJETO2 translate <10.5,0,-15.5> }

texture { pigment { color Blue}

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }
} // end of texture

//normal { bumps 0.5


scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture
///------------------------------------rueda--------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<3.80,0.5,0>
} // end of cylinder ------------------------------------

scale <3.80,1,1> rotate<0,0,0>


translate<0,2.80,0>
cylinder { <0,0,0>,<0,2.4,0>, 0.10
} // end of cylinder -----------------------------------

declare OBJETO3 =
union {

texture { pigment { color Blue }


cylinder { <0,0,0>,<0,0,2.00>,0.10

cylinder { <0,0,0>,<0,3.00,0>, 0.20

texture { pigment { color Black }


//normal { bumps 0.5
scale <0.005,0.25,0.005>}

texture { pigment { color Blue}


//normal { bumps 0.5
scale 0.005}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0,0>

} // end of texture
scale <1,1,3.90> rotate<0,0,0>
translate<0,2.80,-3.90>
} // end of cylinder ----------------------------------sphere { <0,0,0>, 0.3

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<-3.80,0.5,0>
} // end of cylinder ------------------------------------

cylinder { <0,0,0>,<0,2.4,0>, 0.10

}
cylinder { <0,0,0>,<0,0.2,0>, 1

texture { pigment { color Yellow


}
//normal { bumps 0.5
scale <0.005,0.25,0.005>}

texture { pigment{ color


rgb<1.00, 0.55, 0.00>}
finish { phong 1.0 reflection
0.00}
} // end of texture

texture { pigment { color Blue }


//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0.5,3.80>
} // end of cylinder ------------------------------------

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0>
translate<4,2.80,0>
} // end of cylinder -----------------------------------

cylinder { <0,0,0>,<0,2.4,0>, 0.10

texture { pigment { color Blue }


//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

scale <1,1,1> rotate<0,0,0>


translate<-2,0,0>

cylinder { <-2,0,0>,<2,0,0>, 0.10

texture { pigment { color Blue}

cylinder { <0,0,0>,<0,4.00,0>, 0.15

texture { pigment { color


rgb<1,1,1>}

//normal { bumps 0.5


scale <0.25, 0.005,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<0,0.5,-3.80>

//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

} // end of cylinder ------------------------------------

object { OBJETO3 translate <-10.5,0,5.5> }

} // end of cylinder ----------------------------------}

scale <1,1,1> rotate<0,0,0>


translate<2,0,0>
}

scale <1,1,1> rotate<0,0,0>


translate<0,3.80,0>

object { OBJETO4 translate <0.5,0,15.5> }

}
cylinder { <0,0,0>,<0,3.00,0>, 0.15

texture { pigment { color


rgb<1,1,1> }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }

//----------------------caja de arena------------------------------//---------------------------------------------------------box { <-2.5, 0.00, -2.5>,< 2.5, 0.02,


2.5>

} // end of texture
texture { pigment{ color Gray*0.6}
//------------------------------barandas---------------------------------------------declare OBJETO4 =
union{

scale <1,1,1> rotate<0,0,0>


translate<5,0,0>

} // end of texture
}

cylinder { <0,0,0>,<0,4.00,0>, 0.15


cylinder { <-2,0,0>,<1,0,0>, 0.10
texture { pigment { color
rgb<1,1,1> }

finish { phong 1 reflection{


0.00 metallic 0.00} }

texture { pigment { color Blue}


//normal { bumps 0.5
scale <0.25, 0.005,0.005>}

scale <1,1,1> rotate<0,0,0>


translate<0,0,-8>
} // end of box -------------------------------------

object{ Supertorus( 2.00, 0.15, //


Radius_Major, Radius_Minor,
2.00, 0.45, //
Major_Control, Minor_Control,

texture { pigment{ color Gray*0.4}


finish { phong 1 reflection{
0.00 metallic 0.00} }
} // end of texture

0.001, 1.50) // Accuracy,


Max_Gradient)
scale <1,1,1> rotate<0,0,0>
translate<-10,0,-26>
texture{ pigment{ color
rgb<0.65,1,0.0>}

1.00, 0.90, //
Major_Control, Minor_Control,
0.001, 1.50) // Accuracy,
Max_Gradient)

texture{ pigment{ color


rgb<0.65,1,0.0>}
finish { phong 1 }

} // end of box -------------------------------------

} // end of texture

finish { phong 1 }
} // end of texture
scale <2,2,2>

scale <1.50,12,1.50>
box { <-1.00, 0.00, -0.99>,< -0.50,
1.99, 0.99>

rotate<0,0,0>
translate<5,0,-26>

rotate<0,45,0>
translate<0,0,-8>

}
texture { pigment{ color Gray*0.4}
}

finish { phong 1 reflection{


0.00 metallic 0.00} }
} // end of texture

//-----------------------------------------------------------------declare objeto5 =

scale <1,1,1> rotate<0,0,0>


translate<1.50,0,-26>
} // end of box -------------------------------------

declare objeto9 =
union {
box { <-6.00, 1.75, -1.00>,< 6.00,
2.00, 1.00>

union {
box { <-6.00, 1.75, -1.00>,< 6.00,
2.00, 1.00>

box { <-1.00, 0.00, -0.10>,< 11.00,


4.00, 0.10>

texture { pigment{ color Gray*0.7}


finish { phong 1 reflection{
0.00 metallic 0.00} }

texture { pigment{ color Gray*0.7}


finish { phong 1 reflection{
0.00 metallic 0.00} }

texture { pigment{ color Gray*0.4}

} // end of texture

finish { phong 1 reflection{


0.00 metallic 0.00} }

} // end of texture

} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<-5,0,-26>

scale <1,1,1> rotate<0,0,0>


translate<-10,0,-25>

} // end of box -------------------------------------

} // end of box -------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<-5,0,-26>
} // end of box -------------------------------------

box { <-1.00, 0.00, -0.99>,< -0.50,


1.99, 0.99>

box { <-1.00, 0.00, -0.99>,< -0.50,


1.99, 0.99>

object
{ Supertorus( 1.00, 0.25, //
Radius_Major, Radius_Minor,

texture { pigment{ color Gray*0.4}


finish { phong 1 reflection{
0.00 metallic 0.00} }

} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<-10,0,-26>

6 , // number of side
texture{ pigment{ color
rgb<0.65,1,0.0>}
finish { phong 1 }

} // end of box -------------------------------------

scale <1.50,12,1.50>

box { <-1.00, 0.00, -0.99>,< -0.50,


1.99, 0.99>

translate<5,0,-26>
}

finish { phong 1 reflection{


0.00 metallic 0.00} }

1, // 1 = filled, 0 =
wireframe
1 // 0 = union, 1 =
merge for transparent materials

object { objeto5 translate <0,0,0> }


object { objeto9 translate <0,0,41> }

cylinder { <0,0,0>,<0,6.50,0>, 0.20


scale <1,1,1> rotate<0,0,0>
translate<1.50,0,-26>
texture { pigment { color
rgb<1,1,1> }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
box { <-1.00, 0.00, -0.10>,< 11.00,
5.00, 0.10>

0.15, // wire radius or


border radius

) //-----------------------------------------------------------

} // end of texture

} // end of box -------------------------------------

<0,-0.5,0>, 1.30,
<0,1.5,0>, 0.90 , // A, radius A, B,
radius B,

} // end of texture

rotate<0,0,0>

texture { pigment{ color Gray*0.4}

faces

material{ //---------------------------------------texture { pigment{ rgbf <0.98,


0.98, 0.98, 0.9> }
finish { diffuse 0.1
reflection 0.25
specular 0.8
roughness 0.0003
phong 1 phong_size

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

400}
} // end of texture -----------

} // end of texture

-----------

texture { pigment{ color Gray*0.4}


finish { phong 1 reflection{
0.00 metallic 0.00} }
} // end of texture

scale <1,1,1> rotate<0,0,0>


translate<-10,0,-27>
} // end of box -------------------------------------

object
{ Supertorus( 1.00, 0.25, //
Radius_Major, Radius_Minor,
1.00, 0.90, //
Major_Control, Minor_Control,
0.001, 1.50) // Accuracy,
Max_Gradient)

interior{ ior 1.5 caustics 0.5


scale <1,1,1> rotate<0,0,0>
translate<10,0,-26>

-----------

} // end of cylinder ------------------------------------

} // end of material -------------------------------

} // end of interior -------------

/*
//----------------------------------------------------------------------------------------

// non-transparent:

#include "shapes3.inc"

texture{ pigment{ color


rgb<1,1,1> }

//----------------------------------------------------------------------------------------

0.015}

//normal { bumps 0.5 scale

global_settings{ max_trace_level 15 }
// for transparent materials

finish { phong 1}
} // end of texture

//---------------------------------------------------------------------------------------object{ Round_Pyramid_N_out( //
defined by circumcircle radii

*/
scale <1,1,1>*1
rotate <0,0,0>

translate< 10, 7.0, -26>


} // end of object ---------------------------------------------------------------//----------------------------------------------------------------------------------------

1 // 0 = union, 1 =
merge for transparent materials

texture { pigment { color


rgb<1,1,1> }

) //-----------------------------------------------------------

//normal { bumps 0.5


scale <0.005,0.25,0.005>}

material{ //---------------------------------------cylinder { <0,0,0>,<0,6.50,0>, 0.20

texture { pigment { color


rgb<1,1,1> }
//normal { bumps 0.5
scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

texture { pigment{ rgbf <0.98,


0.98, 0.98, 0.9> }
finish { diffuse 0.1
reflection 0.25
specular 0.8
roughness 0.0003
phong 1 phong_size
400}

} // end of cylinder ------------------------------------

#include "shapes3.inc"
//----------------------------------------------------------------------------------------

// non-transparent:
texture{ pigment{ color
rgb<1,1,1> }
//normal { bumps 0.5 scale
0.015}
finish { phong 1}
} // end of texture

scale <1,1,1>*1
rotate <0,0,0>
translate< -17, 7.0, -26>
} // end of object ---------------------------------------------------------------//----

0.15, // wire radius or

1, // 1 = filled, 0 =

//---------------------------------------------------------------------------------------object{ Round_Pyramid_N_out( //
defined by circumcircle radii
6 , // number of side
faces
<0,-0.5,0>, 1.30,
<0,1.5,0>, 0.90 , // A, radius A, B,
radius B,
0.15, // wire radius or
border radius
1, // 1 = filled, 0 =

border radius

wireframe

//----------------------------------------------------------------------------------------

*/

6 , // number of side

<0,-0.5,0>, 1.30,
<0,1.5,0>, 0.90 , // A, radius A, B,
radius B,

//----------------------------------------------------------------------------------------

global_settings{ max_trace_level 15 }
// for transparent materials

} // end of material -------------------------------

object{ Round_Pyramid_N_out( //
defined by circumcircle radii

faces

} // end of cylinder ------------------------------------

} // end of interior -----------------------

global_settings{ max_trace_level 15 }
// for transparent materials
//----------------------------------------------------------------------------------------

scale <1,1,1> rotate<0,0,0>


translate<10,0,14>

#include "shapes3.inc"

/*
//----------------------------------------------------------------------------------------

} // end of texture

} // end of texture --------------------interior{ ior 1.5 caustics 0.5

scale <1,1,1> rotate<0,0,0>


translate<-17,0,-26>

finish { phong 0.5


reflection{ 0.00 metallic 0.00} }

wireframe
1 // 0 = union, 1 =
merge for transparent materials
) //-----------------------------------------------------------

material{ //---------------------------------------texture { pigment{ rgbf <0.98,


0.98, 0.98, 0.9> }

cylinder { <0,0,0>,<0,6.50,0>, 0.20

finish { diffuse 0.1


reflection 0.25

specular 0.8
roughness 0.0003
phong 1 phong_size
400}
} // end of texture ---------------------

scale <1,1,1> rotate<0,0,0>


translate<-17,0,14>
} // end of cylinder ------------------------------------

} // end of material ------------------------------/*


// non-transparent:

#include "shapes3.inc"

texture{ pigment{ color


rgb<1,1,1> }

//----------------------------------------------------------------------------------------

0.015}

interior{ ior 1.5 caustics 0.5


} // end of interior ----------------------} // end of material -------------------------------

global_settings{ max_trace_level 15 }
// for transparent materials
//----------------------------------------------------------------------------------------

/*
// non-transparent:
texture{ pigment{ color
rgb<1,1,1> }

object{ Round_Pyramid_N_out( //
defined by circumcircle radii
6 , // number of side
faces

//normal { bumps 0.5 scale


0.015}
finish { phong 1}

//normal { bumps 0.5 scale

<0,-0.5,0>, 1.30,
<0,1.5,0>, 0.90 , // A, radius A, B,
radius B,

} // end of texture

0.15, // wire radius or

finish { phong 1}
} // end of texture
*/
scale <1,1,1>*1
rotate <0,0,0>
translate<-17, 7.0, 14>
} // end of object ---------------------------------------------------------------//-------------------------------------------------

border radius

*/
scale <1,1,1>*1
rotate <0,0,0>
translate< 10, 7.0, 14>
} // end of object ---------------------------------------------------------------//-------------------------------------------------

//----------------------------------------------------------------------------------------

1, // 1 = filled, 0 =
wireframe
1 // 0 = union, 1 =
merge for transparent materials
) //-----------------------------------------------------------

material{ //---------------------------------------texture { pigment{ rgbf <0.98,


0.98, 0.98, 0.9> }
finish { diffuse 0.1
reflection 0.25

cylinder { <0,0,0>,<0,6.50,0>, 0.20

specular 0.8
roughness 0.0003
phong 1 phong_size

height_field{ png "plasma3.png"


smooth double_illuminate
// file types:
// gif | tga | pot | png | pgm
| ppm | jpeg | tiff | sys
// [water_level N] //
truncate/clip below N (0.0 ... 1.0)
translate<-0.5, -1,0>
scale<6,-3, 6>
texture{ pigment { color rgb
<0.85,0.6,0.4>}
normal { bumps 0.75
scale 0.025 }

400}
texture { pigment { color
rgb<1,1,1> }

} // end of texture
} // end of texture ----------rotate<0,0,0>

----------//normal { bumps 0.5


scale <0.005,0.25,0.005>}
finish { phong 0.5
reflection{ 0.00 metallic 0.00} }
} // end of texture

interior{ ior 1.5 caustics 0.5


} // end of interior -----------------------

translate<-13,-1,-2>
} // end of height_field ---------------------------------

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