File:Mud brick house many rooms courtyard one floor only 1.png

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Captions

Captions

Mud brick house, many rooms and courtyard, one floor only

Summary

[edit]
Description
English: Mud brick house, many rooms and courtyard, one floor only
Date
Source Own work
Author Merikanto

Povray 3.7 source code

// // povray 3.7 // // multi room mudbrick house // w/ inner court // one floor only // // 1.5.2021 v 0000.0001a //


  1. include "colors.inc"
  2. include "textures.inc"
  3. include "stones.inc"
  4. include "stones1.inc"
  1. include "woods.inc"
  2. include "rand.inc"

camera {

// location <0,2,0>

// location <-0.8,-0.9,0>

location <0,5,-5>*20

// location <0,150,0>

look_at <0,0,0>

}


// sun


light_source {

   <1000,2000,1000>
   color rgb White

}


// sky sphere


sky_sphere {


  pigment{ gradient <0,1,0>
         color_map{
         [0.0 color rgb<1,1,1>        ]
         [0.8 color rgb<0.1,0.25,0.75>]
         [1.0 color rgb<0.1,0.25,0.75>]}
       } // end pigment
 
 }  
  


// clouds


plane{<0,1,0>,1 hollow  
     
       texture{ pigment {color rgb<0.1,0.3,0.75>*0.7}
                #if (version = 3.7 )  finish {emission 1 diffuse 0}
                #else                 finish { ambient 1 diffuse 0}
                #end 
              } 
       texture{ pigment{ bozo turbulence 0.75
                         octaves 46  omega 0.7 lambda 2 
                         color_map {
                         [0.0  color rgb <0.95, 0.95, 0.95> ]
                         [0.05  color rgb <1, 1, 1>*1.25 ]
                         [0.15 color rgb <0.85, 0.85, 0.85> ]
                         [0.55 color rgbt <1, 1, 1, 1>*1 ]
                         [1.0 color rgbt <1, 1, 1, 1>*1 ]
                         } 
                        translate< 3, 0,-1>
                        scale <0.3, 0.4, 0.2>*3
                       } 
                #if (version = 3.7 )  finish {emission 1 diffuse 0}
                #else                 finish { ambient 1 diffuse 0}
                #end 
              } 
      scale 10000
    } 
    



// ground


#declare kol1=(Green+Brown)/2;
 
 
#declare kol2=(Green*2+Brown)/3;


object {

   plane {
   y,0
   }      
   
   texture {   

      //  pigment{color rgb<.35,.65,0>*.7}
        
        pigment 
        {
        //granite
        
        color kol1
        } 
         
        normal { bumps 0.75 scale 0.015}
        finish { phong 0.1 } 
     
     
   }

}



  1. declare house_texture_0=

texture { //pigment {color Red}

T_Stone1 scale 0.005

normal { //brick granite scale 0.05 }

}



#declare bscale1     = <0.09,0.061,0.061>;
  1. declare btranslate1 = <0.0, 0.025,-0.0>;
  2. declare bintensity1 = 0.10;

//--------------------------------------

  1. declare house_texture_1 =
 texture{ pigment{ color rgb< 0.90, 0.78, 0.60>}
          normal { pigment_pattern{
                        brick
                        color rgb 0.1,
                        color rgb 0.9
                        scale bscale1
                        translate btranslate1
                        rotate<0,0,0>}
                   bintensity1
                 } 
                   finish { diffuse 0.9 phong 0.1} 
                   
                 scale 0.25  
        } 






    
   
  1. declare floor_texture_1=

texture { //pigment {color Red}

T_Stone1 scale 0.05

normal { brick //granite scale 0.05 }

}


  1. declare roof_of_patio_texture_1=

texture { //pigment {color Brown} // Tom_Wood Tan_Wood //T_Stone1 scale 0.0001

normal { //brick granite scale 0.05 }

}


  1. declare house_tihickness_1=0.5;
  2. declare floor_thickness_1=0.05;
  1. declare cutover1=0.0001;
  1. declare inner_size_1=0.5;
  2. declare outer_size_1=1;
  1. declare wall_thickness_1=0.05;
  2. declare inner_wall_size_1=1-0.05;
  3. declare outer_wall_size_1=1+0.05;
  1. declare inner_tunnel_size_1=inner_size_1+wall_thickness_1;
  2. declare outer_tunnel_size_1=1-wall_thickness_1;



  1. declare house_size_1=20;


  1. declare basik1=difference {
   box {<-1,0,-1>,<1,1,1>} 
   box {<-inner_size_1,-0.001,-inner_size_1>,<inner_size_1,outer_size_1+cutover1,inner_size_1> }
 //  texture {house_texture_1} 
   
 // scale house_size_1
//  translate house_size_1/2 

}


  1. declare tunnel1=difference {
   box {<-outer_tunnel_size_1,-outer_tunnel_size_1,-outer_tunnel_size_1 >,<outer_tunnel_size_1,outer_tunnel_size_1,outer_tunnel_size_1 >} 
   box {<-inner_tunnel_size_1,-cutover1,-inner_tunnel_size_1>, <inner_tunnel_size_1,1-wall_thickness_1,inner_tunnel_size_1> }
   
 //  texture {house_texture_1} 
   
 // scale house_size_1
//  translate house_size_1/2 

}



// floor

  1. declare floor1=object {
   box {<-outer_tunnel_size_1,-floor_thickness_1,-outer_tunnel_size_1 >,
   <outer_tunnel_size_1,floor_thickness_1,outer_tunnel_size_1 >} 
   
   

}


// patio floor/ceil


  1. declare floorceil1=difference {
   box {<-outer_tunnel_size_1,-floor_thickness_1,-outer_tunnel_size_1 >,
   <outer_tunnel_size_1,floor_thickness_1,outer_tunnel_size_1 >} 
   
   box {<-inner_tunnel_size_1,-floor_thickness_1-cutover1,-inner_tunnel_size_1>, 
   <inner_tunnel_size_1,floor_thickness_1+cutover1,inner_tunnel_size_1> }
   

}


  1. declare innerwall1= box{
 <-0.55,-1,-1>,<-0.55+wall_thickness_1,1,-0.5> 

}


#declare pole1= cylinder

{

<-0.3,-1,-0.3>, <-0.3,1,-0.3>, 0.02

}

  1. declare roof_of_patio_1=difference

{ box { <-0.5,0.995,-0.5><0.5,1,0.5> } box { <-0.3,0.994,-0.3><0.3,1.001,0.3> }

}


  1. declare roof_crown_1=difference

{ box { <-1,1,-1><1,1.1,1> } box { <-0.95,0.95,-0.95><0.95,1.2,0.95> } }

  1. declare door_lokation_x_1=0;
  2. declare door_width_1=0.2;
  3. declare door_height_y_1=0.7;
  4. declare door_base_y_1=0.005;
  1. declare door_begin_x_1= door_lokation_x_1 - door_width_1/2;
  2. declare door_end_x_1= door_lokation_x_1 + door_width_1/2;
  3. declare door_upper_y_1=door_base_y_1 +door_height_y_1;
  4. declare door_z_delta_1=wall_thickness_1+cutover1;


  1. declare door_gap_0= box {<door_begin_x_1,door_base_y_1,-door_z_delta_1-cutover1>,<door_end_x_1,door_upper_y_1,+door_z_delta_1+cutover1> }
  1. declare window_lokation_x_1=-0.5;
#declare window_width_1=0.1;
  1. declare window_height_y_1=0.4;
  2. declare window_base_y_1=0.5;
  1. declare window_begin_x_1= window_lokation_x_1 - window_width_1/2;
  2. declare window_end_x_1= window_lokation_x_1 + window_width_1/2;
  3. declare window_upper_y_1=window_base_y_1 +window_height_y_1;
  4. declare window_z_delta_1=wall_thickness_1+cutover1;


  1. declare window_gap_0= box {<window_begin_x_1,window_base_y_1,-window_z_delta_1-1>,<window_end_x_1,window_upper_y_1,+window_z_delta_1-1> }
  1. declare ceil_gap_1= box {

<-0.95,-0.05,0.95>, <-0.7,0.05,0.7> }

  1. declare ceil_box_1 =difference {

box {<0,0,0>,<1,1,1> }

box {<0.05,0,0.05>,<0.95,0.95,0.95> }

box {<0.4,0,-cutover1>,<0.6,0.8,0.05+cutover1>}

}


  1. declare roof_crown_1=difference

{ box { <-1,1,-1><1,1.1,1> } box { <-0.95,0.95,-0.95><0.95,1.2,0.95> } }



  1. declare stairy1 = 1.00;
  2. declare stairx1 = 1.00;
  3. declare stepz1 = 0.50;
  1. declare stepheight1 = 0.175/4;
  1. local nsteps1 = int(stairy1/stepheight1);
  2. local steph1 = stairy1/nsteps1;
  3. local stepx1 = stairx1/nsteps1;


  1. declare stairs1=union{
#local n = 0;
#while (n <  nsteps1)
 box { <n*stepx1, 0, 0>,<stairx1, steph1-0.01, stepz1>
       translate<0,n*steph1,0>
     }
#local n = n+1;
#end 
texture{house_texture_1}
translate<-2.00,0.00, 0.00>

}







// generate house



  1. declare house_base_0=difference {
    object {basik1}
    
    object {tunnel1}   
    
    
    

}


// floor, inner wall


#declare house_base_1=union {

    object {house_base_0}
    
    object {floor1}   
    
   /*
   object {floorceil1
   
       translate y*1
   
   } 
   */
  
   object {
       innerwall1
       }  
    
       object {
       innerwall1
       
       
       translate x*1
       } 
    
   object {innerwall1
       rotate y*90
       //translate x*1
   }    


   object {innerwall1
       rotate y*-90
       translate z*1
   }   


   object {
 pole1
    texture {
  roof_of_patio_texture_1
}
 }
 

  object {
 pole1
  rotate y*90
    texture {
  roof_of_patio_texture_1
}
 }
 
   object {
 pole1
  rotate y*180
    texture {
  roof_of_patio_texture_1
}
 }
 
 
    object {
 pole1
  rotate y*270
    texture {
  roof_of_patio_texture_1
}
 } 
 

object {

roof_of_patio_1

texture {
  roof_of_patio_texture_1
}

}


 object {
 ceil_box_1
 scale 0.5
            
 //rotate y*-90
            
 translate y*1
 
 translate x*-1
 
 translate z*0.5
 
 texture {
 house_texture_1
 
 
 }
 
 }


object {

roof_crown_1
  texture {
 house_texture_1
 
 
 }

}


  object {

roof_crown_1 

 scale <0.5,1,0.5>
 
  texture {
 house_texture_1
 
 
 }

}


object {
stairs1
rotate y*180

translate z*1
translate x*-2


     texture {
 house_texture_1
 
 
 }

}

 

}


// door and window gaps

#declare house_base_2=difference {

    object {house_base_1}
    
    
   object { door_gap_0 
   translate z*-1
   }
   
       object { door_gap_0 
   translate z*-0.5
   }
   
          object { door_gap_0 
   translate z*0.5 
   }
   
  
             object { door_gap_0 
   translate z*0.5    
   rotate y*90
   }
  
  
               object { door_gap_0 
   translate z*0.5    
   rotate y*-90
   }
   
    
   object {
   window_gap_0
  // translate z*-1
   rotate y*-90
   
   }  
    
       object {
   window_gap_0
   translate x*0.8
  // translate z*-1
   rotate y*-90
   
   } 
 
   
   object {
   ceil_gap_1  
   
   translate y*1
       }
    

}




  1. declare house_1=difference

{

     object {house_base_2 
     
             texture {
      
      house_texture_1
      }
          
          
          
          
          
     }
    


  1. declare cutheight1=3.9;


   // debug  cut!
   box {
   
       <-1.2,cutheight1,-1.2>,<5.2,5.2,5.2> 
   
       texture 
           {
           pigment {
               color Brown
               }
           }
   
       }  
   
   
   

}


object {

house_1



scale <35,30,35>


rotate y*--30

}



Licensing

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I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

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Date/TimeThumbnailDimensionsUserComment
current09:05, 1 May 2022Thumbnail for version as of 09:05, 1 May 20221,600 × 1,200 (2.53 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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