// Last edited on 2010-05-01 22:41:13 by stolfilocal global_settings { assumed_gamma 2.2 } #declare closeup = false; // Shows close-up view if true; full view if false. #declare bicolor = true; // True to paint pos & neg with different hues. background { color rgb <1.000, 1.000, 1.000> } #include "scene_eZ.inc" // Radius (half-diagonal) of domain rectangle: #declare radiusXY = sqrt(maxX*maxX + maxY*maxY)/2; #declare tx_plot_color1 = < 1.000, 0.500, 0.300 >; #declare tx_plot_color2 = < 1.000, 0.900, 0.600 >; #if (bicolor) #declare tx_plot = texture{ pigment{ image_map{ ppm "isolines.ppm" } rotate -90*x translate -0.5*x scale < 10*radiusXY, 1, 200*stepZ > } finish { diffuse 0.8 ambient 0.2 } } #else #declare tx_plot = texture{ pigment{ checker color rgb tx_plot_color1, color rgb tx_plot_color2 translate < 0.5, 0.5, 0.0 > scale < 10*radiusXY, 10*radiusXY, stepZ > } finish { diffuse 0.8 ambient 0.2 } } #end union{ object{ scene_mesh translate <-(maxX)/2.0,-(maxY)/2.0,0 > scale < 1, 1, scaleZ > } // sphere{ <0,0,0>, 0.5*radiusXY } texture { tx_plot scale < 1, 1, scaleZ > } } #if (closeup) // For debugging. Edit these as needed. #declare camera_dir = vnormalize(< 00.000, -1.000, +0.500 >); #declare camera_disp = 1000*camera_dir; #declare camera_radius = 10.0; #declare camera_focus = < 0, -0.40*maxY, minZ + 1 >; #else // For production figures. Edit with care. #declare camera_dir = vrotate(vrotate(<1,0,0>, -viewElev*y), -viewAzim*z); #declare camera_disp = viewDist*camera_dir; #declare camera_radius = 1.15*radiusXY; #declare camera_focus = <0,0,focusZ*scaleZ>; #end #declare image_rel_width = image_width; #declare image_rel_height = image_height; #include "camera.inc" union{ light_source { <20000, 0, 0> color rgb 0.60*<1,1,1> rotate -(+50 + viewElev/2)*y rotate -(+50 + viewAzim)*z } light_source { <20000, 0, 0> color rgb 0.25*<1,1,1> rotate -(+10 + viewElev/2)*y rotate -(+05 + viewAzim)*z } light_source { <20000, 0, 0> color rgb 0.25*<1,1,1> rotate -(+22 + viewElev/2)*y rotate -(-20 + viewAzim)*z } }