//castle // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "stoneold.inc" //old stones #declare c_bricks = texture { pigment { color rgbf < .8, .8, 1, .8> } // end pigment normal { brick scale .05 } // end normal finish { phong .8 reflection .5 } // end finish } // end c_bricks //light // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color // nLightsWide mLightsHigh area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light translate <-40, 80, -40> // position of light } //camera camera { location <0.0 , 2.0 ,-15.0> look_at <0.0 , 2.0 , 0.0> } //sky // Create an infinite sphere around scene and allow any texture on it sky_sphere { pigment { gradient y color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] } } } //ground plane { y, 0 texture { pigment { crackle scale .5 color_map { [0.0 color MediumForestGreen] [0.33 color Yellow] [0.67 color MediumOrchid] [1.0 color MediumForestGreen] } // end color map } // end pigment normal { granite } // end normal } // end texture } // end plane //main building box { <-5, 0, 2> <5, 4, -2> texture { c_bricks } // end texture } // end box #declare towerBase = cylinder { 0*y, 5.2*y, .5 texture { c_bricks } // end texture } #declare towerCap = cone { <0, 5, 0>, 0.6 <0, 7, 0>, 0 texture { pigment { color Blue } // end pigment } // end texture } // end towerCap #declare tower = union { object { towerCap } object { towerBase } } // end union //FL object { tower translate <-5, 0, -2> } // end tower //BL object { tower translate <-5, 0, 2> } // end tower //BR object { tower translate <5, 0, 2> } // end tower //FR object { tower translate <5, 0, -2> } // end tower //door box { <-1, 0, -2> <1, 2, -2.1> texture { Tan_Wood scale .02 translate y + .5 } // end texture }