// Persistence of Vision Ray Tracer Scene Description File // File: neckchyn.pov // Vers: 3+ // Desc: @macro BigAssRing(LinksInRing) makes a gorgeous // Date: 08.27.00+ // Auth:dookie x // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "bykchai2.pov" // create a regular point light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color translate <-20, 40, -20> } camera{location <0,3,-48> look_at <0,3,0>} #declare GiantTurtleWrinkle=object{BigAssRing(37) rotate x*85 } #declare LBTurtleWrinkle=object{BigAssRing(34) rotate x*85 } #declare TurtleWrinkle=object{BigAssRing(33) rotate x*85 } #declare BiggerTurtleWrinkle=object{BigAssRing(27) rotate x*85 scale 1.2 } #declare LSTurtleWrinkle=object{BigAssRing(32) rotate x*85 } #declare ESTurtleWrinkle=object{BigAssRing(31) rotate x*85 } #declare Neck=cylinder { <0,-7,0>,<0,13.00,0>, 12.1 texture { pigment { color rgb<.1,.1,.1> } //normal { bumps 0.5 scale <0.005,0.25,0.005>} finish { phong 0.5 reflection{ 0.00 metallic 0.00} } } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of cylinder ------------------------------------- #declare LadyBottom=cone { <0,-5,0>,12,<0,20,0>,9 texture { pigment{ color rgb<1,0.60,0.0>} finish { phong 1 reflection{ 0.00 metallic 0.00} } } // end of texture scale <1,1,.5> rotate<0,-20,0> translate<0,0,0> } // end of cone ------------------------------------- object{LadyBottom} //object{Neck} #declare Head=sphere { <0,0,0>, 15 texture { pigment{ color rgb<1.00, 0.55, 0.00>} finish { phong 1.0 reflection 0.00}} scale<1,1,1> rotate<0,0,0> translate<0,13,0> } //object{Head} //ahhh... /* object{ESTurtleWrinkle rotate z*0 translate y*14} object{ESTurtleWrinkle rotate z*1 translate y*13} object{ESTurtleWrinkle rotate z*1 translate y*12} object{LSTurtleWrinkle rotate z*1 translate y*11} object{LSTurtleWrinkle rotate z*2 translate y*10} object{LSTurtleWrinkle rotate z*2 translate y*9} object{LSTurtleWrinkle rotate z*3 translate y*8} object{LSTurtleWrinkle rotate z*4 translate y*7} object{TurtleWrinkle rotate z*5 translate y*6} object{TurtleWrinkle rotate z*5 translate y*5} object{TurtleWrinkle rotate z*5 translate y*4} object{TurtleWrinkle rotate z*5 translate y*3} object{TurtleWrinkle rotate z*5 translate y*2} object{TurtleWrinkle rotate z*5 translate y*1} object{TurtleWrinkle rotate z*5} object{TurtleWrinkle rotate z*3 translate y*-1} object{LBTurtleWrinkle rotate z*1 translate y*-2} object{LBTurtleWrinkle rotate z*1 translate y*-3} object{LBTurtleWrinkle rotate z*1 translate y*-4} object{LBTurtleWrinkle rotate z*1 translate y*-5} */ //object{GiantTurtleWrinkle rotate z*1 translate y*18} //neat headband man... #declare Hoopy=object{BigAssRing(31) rotate x*90} object{Hoopy} #declare theIncremented=0; #while (theIncremented<10) object{Hoopy translate y*theIncremented*2} #declare thIncremented=theIncremented+1; #end //while loop