// Boolesche Operationen, Beispiel 3 // --------------------------------------------------------------- #version 3.5; // benötigte POV-Ray-Version #include "colors.inc" // Defintion der Farben #include "textures.inc" // vordefinierte Oberflächen background {White} // Farbe des Hintergrundes camera { angle 25 location <15, 15, -30> look_at <0, 0, 0> } light_source { <-20, 20, -20> color White } difference{ intersection{ sphere {<0,0,0> 4} box {<-3,-3,-3> <3,3,3>} } sphere {<0,0,0> 3.5} pigment { color rgb<0.8,0.8,0.8> } no_shadow} /*#declare Font1="cyrvetic.ttf"; union{ // X-Achse cylinder{-x*5.5,x*5.5,.05} cone{ x*6.5,0, x*5.5,.15} #declare Count=-5; #while (Count < 6) sphere {, .11} #declare Count=Count+1; #end // y-Achse cylinder{-y*5.5,y*5.5,.07} cone{ y*6.5,0, y*5.5,.15} #declare Count=-5; #while (Count < 6) sphere {<0,Count,0>, .11} #declare Count=Count+1; #end // z-Achse cylinder{-z*5.5,z*5.5,.07} cone{ z*6.5,0, z*5.5,.15} #declare Count=-5; #while (Count < 6) sphere {<0,0,Count>, .11} #declare Count=Count+1; #end // Achsenbeschriftungen text{ttf Font1 "x",0.1,0 scale <1.5,1.5,1.5> translate <5.9,-1.2,0>} text{ttf Font1 "y",0.1,0 scale <1.5,1.5,1.5> translate <-1,5.7,0>} text{ttf Font1 "z",0.1,0 scale <1.5,1.5,1.5> translate <-1,-0.2,5.8>} texture { pigment { rgb<0.1,0.1,0.5> } finish { ambient 0.1 diffuse 0.4 reflection 0.2 brilliance 1 specular 0.3 roughness 0.2 } } no_shadow } */