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Shareware Supreme Volume 6 #1
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swsii.zip
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swsii
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POVSCN20.ZIP
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DRUMS.INC
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1993-09-28
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239 lines
// Persistence Of Vision Raytracer version 2.0 sample file.
// Include file for DRUMS.POV by Dan Farmer
#declare Brass = colour red 0.88 green 0.84 blue 0.10
#declare ChromeBlue = colour red 0.84 green 0.89 blue 1.00
#declare BrassFinish = finish {
reflection 0.15
brilliance 10.0
metallic
phong 0.75
phong_size 50
}
#declare Chrome = finish { Mirror }
#declare VeryShiny = finish {
ambient 0.05 diffuse 0.75
phong 1.0
phong_size 100.0
brilliance 5
reflection 0.5
}
// The old Disk_X definition
#declare Disk_X = cylinder { <0, 0, 0>, <1, 0, 0>, 1 }
#declare X_Tube = difference {
cylinder { -x, x, 1.0 }
cylinder { -1.1*x, 1.1*x, 0.97 }
}
#declare Cymbal = union { /* Overall radius of 6 units */
sphere { /* Dome */
<0, 0, 0>, 1
scale <2.0, 0.75, 2.0>
translate 1*y
}
sphere {
<0, 0, 0>, 1
scale <6.0, 1.0, 6.0>
}
finish { BrassFinish }
pigment { Brass }
clipped_by { plane { y, 0.25 inverse } }
bounded_by { sphere { <0, 0, 0>, 6.0 } }
}
#declare Tensioner1 = union {
object {
Disk_X
translate -0.5*x
scale <0.5, 0.04, 0.02>
}
intersection {
sphere { <0, 0, 0>, 1 scale <0.25, 0.1, 0.06> }
plane { x, 0 }
bounded_by { sphere { <0, 0, 0>, 0.25 } }
}
bounded_by { sphere { <0, 0, 0>, 0.6 } }
}
#declare Tensioner = union {
object { Tensioner1 translate 0.5*x }
object { Tensioner1 rotate 180*z translate -0.5*x }
translate 1.03*z /* Position for rotation around drum cylinder */
finish { Chrome }
pigment { ChromeBlue }
}
#declare Drum = union {
sphere { /* Top (and rear) Drumhead */
<0, 0, 0>, 1
scale <0.001, 1.0, 1.0>
translate 0.75*x
finish {
ambient 0.1
diffuse 0.7
specular 0.2
roughness 0.01
}
pigment { White }
}
object { /* Chrome edge band #1 */
X_Tube
scale <0.05, 1.025, 1.0>
translate -0.8*x
texture {
finish { Chrome }
pigment { ChromeBlue }
}
}
intersection { /* Drum body */
cylinder {
-1.1*x, 1.1*x, 1.0
finish { VeryShiny }
pigment { White }
}
cylinder {
-1.1*x, 1.1*x, 0.97 /* Inside of the drum cylinder */
inverse
pigment { Tan }
finish {
ambient 0.05
diffuse 0.5
}
}
box { <-1, -1, -1>, <1, 1, 1>
finish { Chrome }
pigment { ChromeBlue }
}
bounded_by { box { <-1, -1, -1>, <1, 1, 1> } }
scale <0.8, 1.0, 1.0>
}
object { /* Chrome edge band #2 */
X_Tube
scale <0.05, 1.025, 1.0>
translate 0.8*x
texture {
finish { Chrome }
pigment { ChromeBlue }
}
}
/* Now a bunch of (10) tensioners */
object { Tensioner rotate 000*x }
object { Tensioner rotate 036*x }
object { Tensioner rotate 072*x }
object { Tensioner rotate 108*x }
object { Tensioner rotate 144*x }
object { Tensioner rotate 180*x }
object { Tensioner rotate 216*x }
object { Tensioner rotate 252*x }
object { Tensioner rotate 288*x }
object { Tensioner rotate 324*x }
bounded_by { cylinder { -1.25*x, 1.25*x, 1.25 } }
}
#declare BassDrum = union {
object { Drum }
sphere { /* Front Drumhead for Bass */
<0, 0, 0>, 1
scale <0.001, 1.0, 1.0>
translate -0.75*x
finish {
ambient 0.2
diffuse 0.7
specular 0.5
roughness 0.05
}
pigment { White filter 0.25 }
}
scale <8.0, 10.0, 10.0>
}
/********************** not used at this time
#declare SnareDrum = object {
Drum
rotate 90.0*z
scale <5.0, 4.0, 5.0>
}
***********************/
#declare TomTom = object {
Drum
rotate 90.0*z
scale <5.0, 5.0, 5.0>
}
/* Combine a base and a pair of tomtoms into a half-set */
/* Object is still centered at 0,0 at this point */
#declare HalfSet = union {
object { /* Right bass */
BassDrum
rotate -90.0*y /* Turn it on its end */
}
object {
TomTom
rotate +30.0*x /* Lean it towards drummer */
translate 16.0*y /* Raise it up */
translate -7.0*x /* Move it left */
}
object {
TomTom
rotate +30.0*x /* Lean it towards drummer */
translate 16.0*y /* Raise it up */
translate +7.0*x /* Move it right */
}
union { /* tomtom bracket */
object {
Disk_X /* Horizontal bar */
translate -0.5*x
scale <4, 0.25, 0.25> /* Fits between tomtoms */
translate 16.0*y /* Raise to top of vertical bar*/
}
sphere { <0, 0, 0>, 1 translate <-4, 16, 0> scale <0.5, 1, 1> }
sphere { <0, 0, 0>, 1 translate < 4, 16, 0> scale <0.5, 1, 1> }
object { /* Vertical bar */
Disk_Y
scale <0.30, 6.0, 0.30>
translate <0.0, 10.0, 0.0>
}
sphere { <0, 0, 0>, 1 scale <1.25, 0.5, 1.25> translate 10*y }
}
finish { Mirror }
pigment { White }
}