// Das Messer // 3/2003 POVaddict // force syntax version 3.1 #version 3.1 // fuer dunkle Monitore //#global_settings { assumed_gamma 1.3 } #include "colors.inc" #include "textures.inc" camera { location <0, 3, -6> direction 3*z look_at <0, 0, 0> } light_source { <-5, 6, -8> color White } light_source { <2, 2, -2> color Gray75 } light_source { <-.2, 2, 6> color Gray25 } // Klinge #declare Klinge = intersection { sphere { 0, 1 scale <5, .06, .5> translate -.2*z } sphere { 0, 1 scale <5, .06, .5> translate .2*z } plane { x, 1 } texture { Chrome_Metal normal { bozo .1 scale .003 } } } // Griff #declare Griff = union { union { cone { <0, 0, -1>, .08, <0, 0, 0>, .7 } cone { <0, 0, 0>, .7, <0, 0, 1>, .08 } scale <.4, .1, 1> pigment { Gray20 } finish { phong 1 phong_size 15 } normal { crackle .2 scale .01 } } #declare Cnt = 0 union { #while (Cnt < 20) #declare Cnt = Cnt+1 sphere { <Cnt/1.2, 0, 0>, 1 scale <.07, .1, .2> } #end pigment { Gray20 } finish { phong 1 phong_size 15 } } sphere { <Cnt/1.2, 0, 0>, 1 scale <.07, .15, .3> texture { Chrome_Metal normal { crackle .2 scale .01 } } } union { sphere { <0, 0, -1>, .1 } sphere { <0, 0, 1>, .1 } texture { Chrome_Metal normal { crackle .2 scale .01 } } } } // Messer union { object { Klinge scale .5 } object { Griff scale .7 translate .5*x } // Blutstropfen auf dem Messer blob { threshold .7 component 1, .2, <0, 0, 0> component 1, .08, <.17, 0, .06> pigment { color rgb<.4, .02, .02> } normal { bumps 0.3 scale 0.5 } finish { phong 1 phong_size 15 } scale <1, 1/8, 1> rotate <-10, 0, 0> translate <-1.2, .0125, -.05> } rotate -60*y translate <-.1, .02, 1.2> } // Blut blob { threshold .7 component 1, .7, <-.4, 0, 0> component 1, .7, <.6, 0, -.5> component 1, .7, <0, 0, -.2> component 1, .7, <.2, 0, .5> component 1, .2, <.7, 0, .4> component 1, .1, <.8, 0, .45> component 1, .5, <1.2, 0, .7> pigment { color rgb<.4, .02, .02> } normal { bumps 0.3 scale 0.5 } finish { phong 1 phong_size 15 } scale <1, 1/10, 1> translate <0, -.05, -.2> } // Schwarzer Marmor plane { y, -.05 pigment { agate frequency 2 color_map { [0 color Gray15] [.45 color Gray15] [.5 color Gray60] [.55 color Gray15] [1 color Gray15] } } finish { reflection .5 } }