POV-Ray rendering code for the ‘Timecrystal’

February 1st, 2008 | by Mark |

This is the code for rendering the ‘Timecrystal’ using PovRAY.

You will need to include the colours, finish, glass and starts inc files.

/* POV Ray ver 3.6 Timecrystal
   Mark Wilson
   c 2006 */

#include "colors.inc"
#include "finish.inc"
#include "glass.inc"
#include "stars.inc"

camera {
  location <20, 20, -80>
  look_at <10, 20, 20>
}

light_source {
  <20, 80, -40>
  color White
  area_light <5, 0, 0>, <0, 0, 5>, 5, 5
  adaptive 1
  jitter
}

light_source { <0,40,-10> color White }
light_source { <40,0,-20> color White }
light_source { <40,40,40> color White }

sphere { 0, 1
  hollow
  scale 100000
}

#declare TC_Texture = texture {
  pigment {Col_Glass_Ruby filter 0.7}
  finish { Phong_Glossy }
}

#declare Time_Crystal = mesh {
/* time crystal section */
  triangle {
  <10,0,0>, <10,20,0>, <0,10,10>
  texture { TC_Texture }
  }
  triangle {
  <10,0,0>, <20,10,10 >, <10,20,0>
  texture { TC_Texture }
  }
  triangle {
  <10,20,0>, <20,10,10 >, <10,20,40>
  texture { TC_Texture }
  }
  triangle {
  <10,20,40>, <20,10,10 >, <20,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,20,0>, <0,10,10 >, <10,20,40>
  texture { TC_Texture }
  }
  triangle {
  <0,10,10>, <10,20,40 >, <0,10,30>
  texture { TC_Texture }
  }
  triangle {
  <0,10,10>, <10,20,40 >, <0,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,20,40>, <10,0,40 >, <0,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,20,40>, <10,0,40 >, <20,10,30>
  texture { TC_Texture }
  }
  triangle {
  <0,10,10>, <10,0,20 >, <0,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,0,0>, <20,10,10 >, <0,10,10>
  texture { TC_Texture }
  }
  triangle {
  <10,0,20>, <20,10,10 >, <0,10,10>
  texture { TC_Texture }
  }
  triangle {
  <10,0,20>, <20,10,10 >, <20,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,0,20>, <0,10,30 >, <20,10,30>
  texture { TC_Texture }
  }
  triangle {
  <10,0,40>, <0,10,30 >, <20,10,30>
  texture { TC_Texture }
  }
}

#declare Full_Time_Crystal = merge {
  object {
  Time_Crystal
  finish { Phong_Glossy }
  translate <0,20,0>
  }
  object {
  Time_Crystal
  finish { Phong_Glossy }
  rotate <0,0,180>
  translate <20,20,0>
  }
  object {
  Time_Crystal
  finish { Phong_Glossy }
  rotate <0,90,90>
  translate <10,0,30>
  }
  object {
  Time_Crystal
  finish { Phong_Glossy }
  rotate <0,-90,-90>
  translate <10,0,10>
  }
  object {
  Time_Crystal
  finish { Phong_Glossy }
  rotate <0,0,-90>
  translate <10,30,0>
  }
  object {
  Time_Crystal
  finish { Phong_Glossy }
  rotate <0,0,90>
  translate <10,10,0>
  }
}

object {
  Full_Time_Crystal
  rotate <0,20,10>
  translate <0,0,0>
}

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