File:Adobe house one room one flat stairs to roof 1.png
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Summary
editDescriptionAdobe house one room one flat stairs to roof 1.png |
English: Adobe house. one room. one flat. stairs to roof |
Date | |
Source | Own work |
Author | Merikanto |
Povray source code
// adobe house
// single room under construction
// 5.5.2022 v. 0000.0000.00
- 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 "functions.inc"
- include "math.inc"
- include "transforms.inc"
// house skene
- declare kam1=1;
- if (kam1=0)
camera {
location <0,150,0>
look_at <0,0,0>
}
- end
- if (kam1=1)
camera {
location <0,50,-100>
look_at <0,0,0>
}
- end
- if (kam1=2)
camera {
location <100,50,50>
look_at <0,0,-5>
}
- end
- if (kam1=3)
camera {
location <0,4,0>
look_at <100,20,100>
angle 80
}
- end
light_source {
<1000,100,1000>*1000
color rgb White
}
sky_sphere {
pigment{ gradient <0,1,0>
color_map{
[0.0 color rgb<1,1,1> ]
[0.8 color rgb<0.1,0.25,0.75>]
[1.0 color rgb<0.1,0.25,0.75>]}
} // end pigment
}
object {
plane { y,0 }
/*
texture {
pigment
{
color Green
}
}
*/
pigment
{
//granite
// color kol1
color rgb <244/256,206/256,157/256>
}
}
/*
- declare texture0 = texture
{
T_Stone1
finish {
ambient 0.01
}
normal
{
granite
scale 0.01
}
}
- /
- declare texture_0=
texture {
//pigment {color Red}
T_Stone1
scale 0.005
normal {
//brick
granite
scale 0.05
}
}
#declare bscale1 = <0.09,0.061,0.061>;
- declare btranslate1 = <0.0, 0.025,-0.0>;
- declare bintensity1 = 0.10*5;
- declare house_texture_1 =
texture{ //pigment{ color rgb< 0.90, 0.78, 0.60>}
// pigment {color rgb<137/256,87/256,40/256>}
pigment {
brick
color rgb<200/256,155/256,110/256>
color rgb<200/256,155/256,110/256>
//color rgb<137/256,87/256,40/256>
scale bscale1
//scale 0.15
}
normal {
/*
pigment_pattern{
brick
color rgb 0.1,
color rgb 0.9
scale bscale1
translate btranslate1
rotate<0,0,0>}
bintensity1
}
*/
average normal_map {
[
pigment_pattern{
brick
color rgb 0.1,
color rgb 0.9
scale bscale1
translate btranslate1
rotate<0,0,0>}
bintensity1
]
[
granite 0.5
scale bscale1 *1
]
[
granite 1
scale bscale1 *10
]
} //map
} // ... normal
finish { diffuse 0.9 phong 0.1}
scale 0.15
}
- declare wall_thickness_00=0.04;
- declare corner_round_00=0.05;
- declare houseskale2=<8,12,12>;
- declare houseskale1=30;
- declare translation1=(houseskale1+1)*1;
- declare storus_0 = object{ Supertorus(
1.00, wall_thickness_00,// R_Major, R_Minor,
0.05, 0.35,// Maj_Control, Min_Control,
0.001,1.50)// Accuracy, Max_Gradient)
/*
texture{
pigment{ color rgb<1,0.65,0>}
finish { phong 1}
} // end of texture
*/
rotate<0,0,0>
translate<0,0,0>
scale<1,20,1>
}
- declare robox_iso_1 = isosurface{
function{
f_rounded_box(x,y,z,
0.05, // radius of curvature
1.00, 1.0,1.0 ) // length in x,y,z
}
contained_by {box { -1 , 1 }}
threshold 0
max_gradient 3.168
accuracy 0.0001
/*
texture{
pigment{ color rgb<0.75,0.6,0.45>}
normal { bumps 0.5 scale 0.005 }
finish { phong 1 }
}
*/
// end of texture
scale <1,1,1>*1.0
rotate <90,0,0>
translate <0,0,0>
} // end of isosurface
- declare doorbox1= object {
// Round_Box(A, B, WireRadius, Merge)
Round_Box(<-0.03,0,-0.03>,<0.03,0.7,0.03>, 0.08, 0)
/*
texture{
pigment{ color rgb<0.5,0.5,1.0>}
finish { phong 1}
} // end of texture
- /
scale<1,1,1>
rotate<0,0,0>
translate<0,0.1,0>
}
- declare winbox1= object {
// Round_Box(A, B, WireRadius, Merge)
Round_Box(<-1,-1,-1>,<1,1,1,>, 0.1, 0)
/*
texture{
pigment{ color rgb<0.5,0.5,1.0>}
finish { phong 1}
} // end of texture
- /
scale<0.02,0.1,0.1>
rotate<0,0,0>
translate<0,-0.4,0>
}
- declare round_log1=object{
Round_Cylinder
(<-1.1,0,0>,<1.1,0,0>,0.025,0.01,0)
texture{
T_Wood8
rotate y*90
scale 0.1
// pigment{ color rgb<1,0.1,0.35>}
finish { phong 1}
} // end of texture
// translate<-0.5,0,-0.5>
} // -
- declare rall1= union {
#declare logdistance1=0.2;
#declare lognumber1=10;
#declare logofset1=-logdistance1*5;
#for(n,1,lognumber1-1)
object {
round_log1
#declare logtrans1=logdistance1*n+logofset1;
translate z*logtrans1
}
#end
}
- declare plank1=box
{
<-1,-0.01,-0.04>,<1,0.01,0.04>
texture{
T_Wood5
rotate z*90
// pigment{ color rgb<1,1.0,0.35>}
// finish { phong 1}
} // end of texture
}
- declare planks1= union {
#declare logdistance1=0.1;
#declare lognumber1=20;
#declare logofset1=-logdistance1*10;
#for(n,0,lognumber1)
object {
plank1
//round_log1
#declare logtrans1=logdistance1*n+logofset1;
translate z*logtrans1
}
#end
}
//------------------------------ Dimensions
- declare LR1 = 0.025; // radius latteral
- declare LR2 = 0.010; // radius of steps
- declare LW = 0.23-LR1;// half width
- declare LH = 3.20; // height
- declare Step_Distance = 0.25;
//--------------------------------- texture
- declare Texture_L =
texture{pigment{color White}
finish {diffuse 0.9 phong 1}}
//---------------------------------- Ladder
- macro Ladder (R1_L,R2_L,W_L,H_L,Step_Dist)
- local Step_Totals = int(H_L / Step_Dist);
- local Step =
cylinder{<-W_L,0,0>,<W_L,0,0>,R2_L}
- local Nr = 0; // start
- local EndNr = Step_Totals; // end
union{
- while (Nr < EndNr)
object{Step
translate<0,(Nr+0.5)*Step_Dist,0>}
#declare Nr = Nr + 1; // next Nr
- end // --------------- end of loop
// cylinders latteral:
cylinder{<0,0,0>,<0,H_L,0>,R1_L
translate< W_L,0,0>}
cylinder{<0,0,0>,<0,H_L,0>,R1_L
translate<-W_L,0,0>}
}// end of union
- end // end of macro "Ladder (...)
//------
- macro generate_stairs_1(stairsheight1,stairswidth1,stairslength1,numstairs1)
union {
// #declare stairsheight1=30;
// #declare stairswidth1=10;
// #declare stairslength1=30;
// #declare numstairs1=10;
#declare onestair_height1=stairsheight1/numstairs1;
#declare onestair_length1=stairslength1/numstairs1;
#for(n,0,(numstairs1-1))
object {
box {<0,0,0>,<onestair_length1+(onestair_length1/2),onestair_height1,stairswidth1>}
#declare stair_trans_y1=n*onestair_height1;
#declare stair_trans_x1=n*onestair_length1;
translate x*stair_trans_x1
translate y*stair_trans_y1
texture {
T_Stone1
/*
pigment {
color Red
}
*/
}
} // obj
- end
box {<(stairslength1+onestair_length1*0),0,0>,<stairslength1+onestair_length1/2,stairsheight1,stairswidth1>
texture {
T_Stone1
}
}
}
- end
// the house ...
difference {
object {
// robox_iso_1
storus_0
// roundbox1
scale houseskale1
// scale houseskale1
}
object {
// robox_iso_1
// storus_0
doorbox1
rotate z*180
translate z*-1
translate y*0.667
scale houseskale1
// scale houseskale1
}
object {
// robox_iso_1
// storus_0
winbox1
rotate z*180
translate z*-1
// translate y*0.667
scale houseskale1
translate x*10
// scale houseskale1
}
texture {
texture_0
scale 1
}
}
// floor
object {
box { <-1.1,-0.01,-1.1>,<1.1,0.01,1.1> }
texture {
T_Stone3
}
scale 30
}
- declare roof1=union {
// roof1
object {
rall1
rotate y*90
scale houseskale1
translate y*houseskale1*0.7
}
// roof2
object {
planks1
// rotate y*90
scale <0.95,1,0.95>
scale houseskale1
translate y*houseskale1*0.75
}
// roof3
object {
box { <-0.95,-0.01,-0.95>,<0.95,0.01,0.95> }
texture {
T_Wood16
}
translate y*0.76
scale 30
}
}
difference {
object {roof1 }
box{ <5,20,20>,<20,30,30> }
}
- declare LR1 = 0.05; // main radius
- declare LR2 = 0.025; // diagonals radius
- declare LW = 0.23-LR1; // half width (outline!)
- declare LH = 3.20; // height
- declare Step_Distance = 0.25;
object{ Ladder (LR1,LR2,LW,LH,Step_Distance)
scale 10
rotate x*38
translate z*-50
translate x*-20
texture {
T_Wood1
rotate y*90
}
}
union {
#declare stairsheight1=20;
#declare stairswidth1=10;
#declare stairslength1=30;
#declare numstairs1=12;
generate_stairs_1(stairsheight1,stairswidth1,stairslength1,numstairs1)
translate x*-10
translate z*20
}
/*
isosurface{ //-------------------------
function{ f_mesh1( x,y,z,
0.1, // distance between neighboring threads in the x direction,
0.1, // distance between neighboring threads in the z direction,
0.01, // relative thickness in the x and z directions,
0.1, // amplitude of the weaving effect,
0.1) // relative thickness in the y direction
}
contained_by{box{-1.5,1.5}}
threshold 0.01
max_gradient 8
texture{
pigment{ color rgb<0.65,0.55,0.45>}
normal { bumps 0.25 scale 0.015}
finish { phong 0.2 }
} // end of texture
scale <1,1,1>*1
rotate <0,0,0>
translate <0,0,0>
scale 30
translate y*30
} //
*/
/*
// possible winhole
// -------------------------------------
superellipsoid{ <0.50,3.50>
texture{ pigment{ color rgb<1,0.85,0.1>}
finish { phong 1}
} // end of texture
scale <1,1,1>
rotate<0,0,0>
translate<0,0,0>
} //
*/
/*
superellipsoid {
<0.25, 0.25>
pigment { Yellow }
translate <0, 3, -5>
scale .45
}
- /
/*
#include "shapes.inc"
object {
// Round_Box(A, B, WireRadius, Merge)
Round_Box(<0,0,0>,<1,0.5,2>, 0.125, 0)
texture{
pigment{ color rgb<0.5,0.5,1.0>}
finish { phong 1}
} // end of texture
scale<1,1,1>
rotate<0,0,0>
translate<0,0,0>
} //--
// ----------------------------------
object {
// Wire_Box(A, B, WireRadius, Merge)
Wire_Box(<0,0,0>,<1,0.5,2>, 0.05, 0)
texture{
pigment{ color rgb<0.75,0.55,1>}
finish { phong 1}
} // end of texture
scale<1,1,1>
rotate<0,0,0>
translate<0,0,0>
} //
- /
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- to share – to copy, distribute and transmit the work
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- Under the following conditions:
- attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
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Date/Time | Thumbnail | Dimensions | User | Comment | |
---|---|---|---|---|---|
current | 17:39, 5 May 2022 | 1,600 × 1,200 (701 KB) | Merikanto (talk | contribs) | Uploaded own work with UploadWizard |
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