// Last edited on 2013-02-02 21:30:39 by stolfilocal // General parameters for all subfigs and flows. #include "translucent_layer_texture.inc" // ---------------------------------------------------------------------- // GRID OF PARTICLES #declare rgb_grid = < 0.200, 0.700, 1.000 >; // Grid particles: #declare rgb_grid_particle = 0.800 * rgb_grid; #declare tx_grid_particle = texture{ pigment{ color rgb rgb_grid_particle } finish{ diffuse 1.0 ambient 0.0 specular 0 } } // Arrows on sample grid particles: #declare rgb_grid_arrow = 0.900 * rgb_grid; #declare tx_grid_arrow = texture{ pigment{ color rgb rgb_grid_arrow } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // ORIGIN/REFERENCE PARTICLE #declare rgb_origin = < 1.000, 0.000, 0.200 >; // Reference particle: #declare rgb_origin_particle = 0.600 * rgb_origin; #declare tx_origin_particle = texture{ pigment{ color rgb rgb_origin_particle } finish{ diffuse 1.0 ambient 0.0 specular 0 } } // Arrow on reference particle: #declare rgb_origin_arrow = 0.700 * rgb_origin; #declare tx_origin_arrow = texture{ pigment{ color rgb rgb_origin_arrow } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // RING OF PARTICLES // Flow sampling ring: #declare rgb_ring_circle = < 0.300, 0.400, 0.500 >; #declare tx_ring_circle = texture{ pigment{ color rgb rgb_ring_circle } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // Particles on ring: #declare rgb_ring_particle = < 1.000, 0.200, 0.300 >; #declare tx_ring_particle = texture{ pigment{ color rgb rgb_ring_particle } finish{ diffuse 1.0 ambient 0.0 specular 0 } } // Arrows on ring particles: #declare rgb_ring_arrow = 0.750*rgb_ring_particle; #declare tx_ring_arrow = texture{ pigment{ color rgb rgb_ring_arrow } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // PATHLINES // Pathlines: #declare rgb_pathline = < 0.200, 0.450, 0.600 >; #declare tx_pathline = texture{ pigment{ color rgb rgb_pathline } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // MATERIAL PARTICLES #declare rgb_stress_particle_defn = translucent_layer_color(0.3); // 0.6300 #declare abs_stress_particle_defn = rgb_stress_particle_defn; #declare tx_stress_particle_defn = translucent_layer_texture(rgb_stress_particle_defn,0.40,0.10,0.95) #declare rgb_stress_particle_ball = < 0.500, 0.680, 0.700 >; // 0.6300 #declare abs_stress_particle_ball = rgb_stress_particle_ball; #declare tx_stress_particle_ball = translucent_layer_texture(rgb_stress_particle_ball,1.00,0.20,0.00) // ---------------------------------------------------------------------- // SURFACE ELEMENTS #declare rgb_stress_surfel = < 0.900, 0.980, 0.200 >; // 0.8075 #declare tx_stress_surfel = texture{ pigment{ color rgb rgb_stress_surfel} finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // NORMAL ARROWS ON SURFACE ELEMENTS #declare rgb_stress_normal_vec = < 0.750, 0.750, 0.750 >; #declare tx_stress_normal_vec = texture{ pigment{ color rgb rgb_stress_normal_vec } finish{ diffuse 0.3 ambient 0.7 specular 0 } } // ---------------------------------------------------------------------- // TOTAL FORCE ARROWS ON SURFACE ELEMENTS #declare rgb_stress_force_def = < 0.700, 0.100, 0.500 >; // 0.3180 #declare tx_stress_force_def = texture{ pigment{ color rgb rgb_stress_force_def } finish{ diffuse 0.7 ambient 0.3 specular 0 } } // ---------------------------------------------------------------------- // STRESS ARROWS ON SURFACE ELEMENTS // Outward stress arrows on surface elements: #declare rgb_stress_vector_out = < 0.850, 0.320, 0.000 >; // 0.4385 #declare tx_stress_vector_out = texture{ pigment{ color rgb rgb_stress_vector_out } finish{ diffuse 0.7 ambient 0.3 specular 0 } } // Inward stress arrows on surface elements: #declare rgb_stress_vector_in = < 0.000, 0.530, 0.850 >; // 0.4115 #declare tx_stress_vector_in = texture{ pigment{ color rgb rgb_stress_vector_in } finish{ diffuse 0.7 ambient 0.3 specular 0 } }