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//
// 3dimage.pov
//
// (c) 2022 Prof Dr Andreas Müller
//
#version 3.7;
#include "colors.inc"
#include "skies.inc"
#include "common.inc"
global_settings {
assumed_gamma 1
}
#declare imagescale = 0.63;
#declare ar = 0.02;
#declare Cameracenter = <5,3,-4>;
#declare Worldpoint = <0,-0.80, 0>;
#declare Lightsource = < 7,10,-3>;
#declare Lightdirection = vnormalize(Lightsource - Worldpoint);
#declare Lightaxis1 = vnormalize(vcross(Lightdirection, <0,1,0>));
#declare Lightaxis2 = vnormalize(vcross(Lightaxis1, Lightdirection));
camera {
location Cameracenter
look_at Worldpoint
right 16/9 * x * imagescale
up y * imagescale
}
light_source {
Lightsource color White
area_light Lightaxis1 Lightaxis2, 10, 10
adaptive 1
jitter
}
sky_sphere {
pigment {
color White
}
}
arrow( <-2.1, 0, 0 >, < 2.2, 0, 0 >, ar, White)
arrow( < 0, -1.1, 0 >, < 0, 1.3, 0 >, ar, White)
arrow( < 0, 0, -2 >, < 0, 0, 2.2 >, ar, White)
#declare planecolor = rgb<0.2,0.6,1.0>;
#declare r = 0.01;
#macro planebox()
box { <-2.1,-1.1,-2.1>, <0,1.1,2.1> }
#end
intersection {
plane { <0, 0, 1>, 0.001 }
plane { <0, 0, -1>, 0.001 }
planebox()
pigment {
color planecolor transmit 0.3
}
finish {
metallic
specular 0.95
}
}
#declare Xstep = 0.2;
intersection {
union {
#declare X = 0;
#while (X > -2.5)
cylinder { <X,-3,0>, <X,+3,0>, r }
#declare X = X - Xstep;
#end
#declare Y = Xstep;
#while (Y < 2.5)
cylinder { <-3, Y, 0>, <0, Y, 0>, r }
cylinder { <-3, -Y, 0>, <0, -Y, 0>, r }
#declare Y = Y + Xstep;
#end
}
planebox()
pigment {
color planecolor
}
finish {
metallic
specular 0.95
}
}
#declare parammin = -4;
#declare parammax = 4;
#declare paramsteps = 100;
#declare paramstep = (parammax - parammin) / paramsteps;
#macro punkt(sigma, tau, Z)
<
0.5 * (tau*tau - sigma*sigma)
Z,
sigma * tau,
>
#end
#macro sigmasurface(sigma, farbe)
#declare taumin1 = 2/sigma;
#declare taumin2 = sqrt(4+sigma*sigma);
#if (taumin1 > taumin2)
#declare taumin = -taumin2;
#else
#declare taumin = -taumin1;
#end
mesh {
#declare tau = taumin;
#declare taumax = -taumin;
#declare taustep = (taumax - taumin) / paramsteps;
#while (tau < taumax - taustep/2)
triangle {
punkt(sigma, tau, -1),
punkt(sigma, tau, 0),
punkt(sigma, tau + taustep, -1)
}
triangle {
punkt(sigma, tau + taustep, -1),
punkt(sigma, tau + taustep, 0),
punkt(sigma, tau, 0)
}
#declare tau = tau + taustep;
#end
pigment {
color farbe
}
finish {
specular 0.9
metallic
}
}
union {
#declare tau = taumin;
#declare taumax = -taumin;
#declare taustep = (taumax - taumin) / paramsteps;
#while (tau < taumax - taustep/2)
sphere { punkt(sigma, tau, 0), r }
cylinder {
punkt(sigma, tau, 0),
punkt(sigma, tau + taustep, 0),
r
}
#declare tau = tau + taustep;
#end
sphere { punkt(sigma, tau, 0), r }
pigment {
color farbe
}
finish {
specular 0.9
metallic
}
}
#end
#declare greensurfacecolor = rgb<0.6,1.0,0.6>;
#declare redsurfacecolor = rgb<1.0,0.6,0.6>;
sigmasurface(0.25, greensurfacecolor)
sigmasurface(0.5, greensurfacecolor)
sigmasurface(0.75, greensurfacecolor)
sigmasurface(1, greensurfacecolor)
sigmasurface(1.25, greensurfacecolor)
sigmasurface(1.5, greensurfacecolor)
sigmasurface(1.75, greensurfacecolor)
sigmasurface(2, greensurfacecolor)
union {
sigmasurface(0.25, redsurfacecolor)
sigmasurface(0.5, redsurfacecolor)
sigmasurface(0.75, redsurfacecolor)
sigmasurface(1.00, redsurfacecolor)
sigmasurface(1.25, redsurfacecolor)
sigmasurface(1.5, redsurfacecolor)
sigmasurface(1.75, redsurfacecolor)
sigmasurface(2, redsurfacecolor)
rotate <0, 180, 0>
}
box { <-2,-1,-2>, <2,-0.99,2>
pigment {
color rgb<1.0,0.8,0.6> transmit 0.8
}
finish {
specular 0.9
metallic
}
}
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