// ========================================================================== // plt_pov.pov // ========================================================================== // // This file is a template for running POV-Ray on the output of plt_pov. // plt_pov outputs a file containing a molecular object called "onomol" // which is referenced by this file. Down below you will see an include line // where you should enter the name of your ono plot file. // The default is "all.pov". // Then on gere you can run povray on this file, for example with the command : // // % povray -i plt_pov.pov -o plt_pov.tga +a +q9 +w300 +h300 // // and then look at the resulting targa file with xv, photoshop or gimp : // // % xv plt_pov.tga // // You can convert the file to other formats with xv, photoshop, gimp, imconv // // % imconv plt_pov.tga plt_pov.tiff // // If you're not happy with the result, you can try changing the parameters // in this file. Good luck. The user manual for POV-Ray is 300 pages long. // // MRH 27-May-99/19-Oct-99 // // ========================================================================== // Include standard POV-Ray version 3.1 definitions #include "/home/markh/povray/colors.inc" #include "/home/markh/povray/textures.inc" #include "/home/markh/povray/finish.inc" #include "/home/markh/povray/shapes.inc" // Define our own rendering options for various structures #declare Plastic_Alwyn = finish {specular 0.5 roughness 0.04 ambient .3 diffuse .6} #declare Plastic_Lines = finish {specular 0.5 roughness 0.04 ambient .3 diffuse .6} #declare Plastic_Ribbons = finish {specular 0.2 roughness 0.08 ambient .5 diffuse .3} #declare Plastic_Maps = finish {specular 0.5 roughness 0.04 ambient .3 diffuse .6} #declare Plastic_Balls = finish {specular 0.5 roughness 0.04 ambient .3 diffuse .6} #declare Plastic_Sticks = finish {specular 0.3 roughness 0.04 ambient .3 diffuse .6} #declare Metallic_Alwyn = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Metallic_Lines = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Metallic_Ribbons = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Metallic_Maps = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Metallic_Balls = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Metallic_Sticks = finish {specular 0.8 roughness 0.01 ambient .25 diffuse .5 metallic brilliance 4 reflection 0.5} #declare Map_Trans = 0.5; #declare Ball_Trans = 0.0; #declare Stick_Trans = 0.0; #declare Ribbon_Trans = 0.0; #declare Other_Trans = 0.0; #declare Trans_Map = 0.5; #declare Trans_Ball = 0.0; #declare Trans_Stick = 0.0; #declare Trans_Ribbon = 0.0; #declare Trans_Other = 0.0; #declare Line_Width = 0.02; #declare Text_Scale = 1.0; #declare Hb_Dot_Size = 0.08; #declare Ttf_File = "/home/markh/povray/povray31/include/arial.ttf" #declare Ttf_File = "/home/markh/povray/povray31/include/timrom.ttf" // ================================================================= // Here we include the file from plt_pov containing molecule onomol // ================================================================= #include "all.pov" // ================================================================= // The following you may want to change : // ==================================== // Stereo should be set to yes for stereo, no for mono. // Frame_Scale_Mono scales the entire mono image. // Frame_Scale_Stereo scales each stereo view. // Camera_Distance determines field-of-view. // Stereo_Cross should be set to yes for cross-eyed, no for wall-eyed. // Background is background colour. #declare Stereo = no; #declare Sep_Stereo = 10.0; #declare Frame_Scale_Stereo = 3; #declare Frame_Scale_Mono = 7; #declare Camera_Distance = 165.0; #declare Stereo_Cross = yes; background {rgb <1.0, 1.0, 1.0>} // Set up Stereo parameters // ======================== #if (Stereo = yes) #declare Stereo_Sep = Sep_Stereo; #declare Frame_Scale = Frame_Scale_Stereo; #else #declare Stereo_Sep = 0.0; #declare Frame_Scale = Frame_Scale_Mono; #end #if (Stereo_Cross = no) #declare Stereo_Angle = 2.0; #else #declare Stereo_Angle = -2.0; #end // Set up lighting (position of lights and colour) // =============================================== light_source { <-35, 30, 150> color red 1 green 1 blue 1 } light_source { < 35, 30, 150> color red .5 green .5 blue .5 } // Set up camera // ============= camera { location < 0.0, 0.0, Camera_Distance> direction <0, 0, 1.0> look_at <0, 0, 0> up y/Frame_Scale right x/Frame_Scale orthographic } // Create the main object // ====================== object { onomol #if (Stereo_Sep) rotate y*Stereo_Angle #end translate x*Stereo_Sep } // Create second camera and object if Stereo_Sep is non-zero // ========================================================= #if (Stereo_Sep) camera { location < 0.0, 0.0, Camera_Distance> direction <0, 0, 1.0> look_at <0, 0, 0> up y/Frame_Scale right x/Frame_Scale orthographic } object { onomol rotate y*-Stereo_Angle translate x*-Stereo_Sep } #end // That's it //==========