// Persistence Of Vision raytracer version 3.0 styling file. // a buncha cylinders, some torii, and a cylinder-Tallbike-001 //first made a long long time ago, updated for individual componentry //starting 05.16.07 global_settings { assumed_gamma 2.2 } #include "colors.inc" #include "textures.inc" #include "metals.inc" #include "finish.inc" #include "onetireb.pov" #include "sprock.pov" #include "bykchai2.pov" #include "RMCRing.pov" #declare MyChrome = texture {NotAsShinyTex} //background { color red 0.6322352 green 0.542549 blue 0.6223529} //background { color red 0.1322352 green 0.0402549 blue 0.123529} camera { location <30, 50 -127> //good frame fit!! //location <40, -35, 3> sky x right x*image_width/image_height look_at <18,50,-17> } //75j flyah //don't fuck wit! this uses the 125degree rotate tho... /* */ camera {location <22.69, 3 ,13> //ashtabula-lookin'! sky x right x*image_width/image_height look_at <23,1.55,11.5> } /* */ light_source{<25,5,15> Blue} //this is for you K-mart! //camera {location <30, -15 ,11.5> sky x right x*image_width/image_height // look_at <23,1.55,11.5>} /* camera { location <30,-0, 40> sky x right x*image_width/image_height look_at <34.3,0,31.3> } camera { location <20,0 ,5> //from behind!! sky y right y*image_width/image_height look_at <15,0,-17> } camera { location <20,20 ,0> //brake-hangin' sky x right x*image_width/image_height look_at <20,5,-25> } */ light_source { <45, -60, -5> White } light_source { <35, -70, -10> White } light_source { <25, -80, -15> White } light_source { <30, 10, 10> White } // breadbasket? //light_source { <20, -5, -20> White*3 } //light_source { <10, -5, -20> White*3 } //light_source { <25, -15, -20> White*3 } //light_source { <25, 5, -5> White*3 } //light_source { <35, 5, -5> White*3 } //light_source { <30, -30,1> White} //light_source { <55,1,1> White } /* light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <60, 1,-10> // position of light point_at <0, -5, -10> // direction of spotlight radius 10 // hotspot (inner, in degrees) tightness 15 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 25 // intensity falloff radius (outer, in degrees) } */ #include "botframe.pov" #include "topframe.pov" #include "tbseat.pov" #include "tbmisc.pov" #include "barsplus.pov" #include "pedals.pov" #include "ashcran2.pov" #include "tbbrake.pov" #declare Tallbike001 = // I do declare... union{object{BottomFrame pigment{Yellow/2}} object{TopFrame pigment{Yellow/2}} object{MagicWand texture{MyChrome}} //object{SeatPostTop} //object{TyrePair} object{Bars} //object{CrappySeat} object{Pedals} //object{CrankNut3 translate <23,1.65,11.5> texture{NotAsShinyTex}} object{Cranx texture{NotAsShinyTex} } object{Grip pigment{Yellow}} object{RGrip pigment{Yellow}} object{BigAssZigZag(36) rotate y*16.85839876141 translate<17,-.2,37.69>} object{LBAssy rotate <-90,0,-8> translate <50.4,7.4,32> } cylinder{<-2.5,0,0> ,<31,0,0>,.025 //FBcable texture{NotAsShinyTex} rotate y*16.85839876141 translate<17,0,37.69>} } //end Tallbike union object {Tallbike001 // //rotate x*125 //rotate x*90 //translate z*25 } /* object {Tallbike001 rotate x*125 translate <0,100,100>} object {Tallbike001 rotate x*125 translate <0,200,100>} object {Tallbike001 rotate x*125 translate <0,200,200>} object {Tallbike001 rotate x*125 translate <0,300,100>} object {Tallbike001 rotate x*125 translate <0,200,300>} object {Tallbike001 rotate x*125 translate <0,100,300>} */ //object {BlueSkies}