//povray +I7636.pov +O7636 +L/home/lilovip/Lego/lgeo +HI/home/lilovip/Lego/rad_def.inc +HImain_7636.inc +A0.3 +W3600 +H2700 #version 3.7; #include "rad_def.inc" //https://www.dropbox.com/sh/x60fa440acq7dpr/vDN5qL7Jyv global_settings { assumed_gamma 2.2 radiosity { Rad_Settings(Radiosity_Final, off, off) } } #declare LDXCenterX = 5.107224; #declare LDXCenterY = -136.312485; #declare LDXCenterZ = 0; #declare LDXCenter = ; light_source { < -351.631653,-200,-662.068726 > color rgb <0.7,0.7,0.7> area_light 200, 200, 10, 10 jitter } light_source { < 300,-1700,662.068726 > color rgb <0.5,0.5,0.5> area_light 200, 200, 10, 10 jitter } #declare LDXMaxY = 57; #declare LDXFloorLoc = LDXMaxY; // Floor location. (Dependent on floor axis; MAX_Y is bottom of model) #declare LDXFloorAxis = y; // Floor axis (x, y, or z) object { plane { LDXFloorAxis, LDXFloorLoc hollow } texture { pigment { color rgb 0.9 } finish { ambient 0.2 diffuse 0.5 reflection 0.05 } } } // Camera settings camera { #declare ASPECT = 4/3; location < -285.280334,-587.402222,-845.800171 > sky < 0.28816643698144006613,-0.81094184923215451022,0.50924789814132320753 > right ASPECT * < -1,0,0 > look_at < 141.47495409670909793931,37.83634106753129344725,-91.63783313901387828082 > angle 60 } #declare LDXSkipLight1 = 1; #declare LDXSkipLight2 = 1; #declare LDXSkipLight3 = 1; #declare LDXSkipCamera = 1; /* LDView export settings: #declare LDXQual = 3; // Quality (0 = Bounding Box; 1 = No Refraction; 2 = Normal; 3 = Stud Logos) #declare LDXSW = 0.25; // Seam Width (0 for no seams) #declare LDXStuds = 1; // Show studs? (1 = YES; 0 = NO) #declare LDXRefls = 1; // Reflections? (1 = YES; 0 = NO) #declare LDXShads = 1; // Shadows? (1 = YES; 0 = NO) #declare LDXFloor = 0; // Include Floor? (1 = YES; 0 = NO) #declare LDXFloorLoc = LDXMaxY; // Floor location. (Dependent on floor axis; MAX_Y is bottom of model) #declare LDXFloorAxis = y; // Floor axis (x, y, or z) #declare LDXFloorR = 0.8; // Floor Red #declare LDXFloorG = 0.8; // Floor Green #declare LDXFloorB = 0.8; // Floor Blue #declare LDXFloorAmb = 0.4; // Floor Ambient #declare LDXFloorDif = 0.4; // Floor Diffuse #declare LDXAmb = 0.6; #declare LDXDif = 0.6; #declare LDXRefl = 0.16; #declare LDXPhong = 0.5; #declare LDXPhongS = 40; #declare LDXTRefl = 0.2; #declare LDXTFilt = 0.85; #declare LDXIoR = 1.25; #declare LDXRubberRefl = 0; #declare LDXRubberPhong = 0.1; #declare LDXRubberPhongS = 10; #declare LDXChromeRefl = 0.85; #declare LDXChromeBril = 5; #declare LDXChromeSpec = 0.8; #declare LDXChromeRough = 0.01; #declare LDXIPov = 1; // Use inline POV code from LDraw file? (1 = YES; 0 = NO) #declare LDXBgR = 1; // Background Red #declare LDXBgG = 1; // Background Green #declare LDXBgB = 1; // Background Blue #declare LDXOrigVer = version; // DO NOT MODIFY */