File:Adobe house one room one flat stairs to roof 1.png

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Captions

Captions

Adobe house. One room, one flat. Stairs to roof.

Summary

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Description
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

  1. include "colors.inc"
  2. include "textures.inc"
  3. include "glass.inc"
  4. include "metals.inc"
  5. include "golds.inc"
  6. include "stones.inc"
  7. include "woods.inc"
  8. include "shapes.inc"
  9. include "shapes2.inc"
  10. include "functions.inc"
  11. include "math.inc"
  12. include "transforms.inc"
 // house skene
 
  1. declare kam1=1;


  1. if (kam1=0)
   camera {
       location <0,150,0>
       look_at <0,0,0>
   }
  1. end


  1. if (kam1=1)
   camera {
       location <0,50,-100>
       look_at <0,0,0>
   }
  1. end
  1. if (kam1=2)
   camera {
       location <100,50,50>
       look_at <0,0,-5>
   }
  1. end


  1. if (kam1=3)
   camera {
       location <0,4,0>
       look_at <100,20,100>
   
   angle 80
   }
  1. 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>
        
        }
   

}


/*

  1. declare texture0 = texture

{

   T_Stone1
     
  finish {
    ambient 0.01
  }   
     
   normal
   {
       granite  
        scale 0.01
   
   }
   

}

  • /
  1. 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>;
  1. declare btranslate1 = <0.0, 0.025,-0.0>;
  2. declare bintensity1 = 0.10*5;
  1. 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  
        } 
   


  1. declare wall_thickness_00=0.04;
  2. declare corner_round_00=0.05;


  1. declare houseskale2=<8,12,12>;
  2. declare houseskale1=30;
  3. declare translation1=(houseskale1+1)*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>
     }   
  
  
  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


  1. 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> 

}


  1. 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> 

}


  1. 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> } // -




  1. 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
 

}


  1. 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

}


  1. 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

  1. declare LR1 = 0.025; // radius latteral
  2. declare LR2 = 0.010; // radius of steps
  3. declare LW = 0.23-LR1;// half width
  4. declare LH = 3.20; // height
  5. declare Step_Distance = 0.25;

//--------------------------------- texture

  1. declare Texture_L =
texture{pigment{color White}
        finish {diffuse 0.9 phong 1}}  

//---------------------------------- Ladder
  1. macro Ladder (R1_L,R2_L,W_L,H_L,Step_Dist)
  2. local Step_Totals = int(H_L / Step_Dist);
  3. local Step =
     cylinder{<-W_L,0,0>,<W_L,0,0>,R2_L}
  1. local Nr = 0; // start
  2. local EndNr = Step_Totals; // end

union{

  1. while (Nr < EndNr)
object{Step
       translate<0,(Nr+0.5)*Step_Dist,0>}
#declare Nr = Nr + 1;  // next Nr
  1. 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
  1. end // end of macro "Ladder (...)

//------



  1. 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

  1. end


box {<(stairslength1+onestair_length1*0),0,0>,<stairslength1+onestair_length1/2,stairsheight1,stairswidth1>
texture {
T_Stone1
}

} 


}



  1. 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

} 


  1. 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> }
 

}




  1. declare LR1 = 0.05; // main radius
  2. declare LR2 = 0.025; // diagonals radius
  3. declare LW = 0.23-LR1; // half width (outline!)
  4. declare LH = 3.20; // height
  5. 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>

} //

  • /

Licensing

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w:en:Creative Commons
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Date/TimeThumbnailDimensionsUserComment
current17:39, 5 May 2022Thumbnail for version as of 17:39, 5 May 20221,600 × 1,200 (701 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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