File:Two saucer shaped ufos 1 rend 1.png

Summary

Description
English: Two flying saucer ufos
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// // sphere shaped ufo // pov-ray 3.7 source code // // 23.1.2023 0000.0002 //


  1. include "colors.inc"
  2. include "textures.inc"
  3. include "metals.inc"


  1. declare QRED = 650;
  2. declare QGREEN = 555;
  3. declare QBLUE = 460;
  4. declare SCATTER_RGB=rgb <pow(QBLUE/QRED, 4), pow(QBLUE/QGREEN,4),1>;


camera {

   location <0,1800,-2000>
   look_at <0,3100,0>
   angle 16

}


light_source {

   < 1,1.5,-1>*1000*1000*1000
 //  color rgb <1,1,1>*2     // direct sunlight
//  color rgb <	255/255, 255/255, 251/255>*2    // noon sun
   color rgb <201/255, 226/255, 255/255	>*2    // overcast sky

}



  1. declare sky_1=sky_sphere {


pigment {

   gradient y
   color_map {
   [ 0 color rgb < 0.26, 0.64, 1.00>  ]
    [ 1 color rgb <0.04, 0.22, 0.55 >  ]   
   }
 }

}





 #declare cirrus_1=    plane {
     y, 10000
     texture {
       pigment { 
       wrinkles  
       turbulence 0.5 
       octaves 60
     //  omega 0.2 
    //    lambda 0.2
       scale 1000*3
       color_map {
           [ 0 color rgbt <1,1,1,0>  ]
           [ 0.5 color rgbt <1,1,1,1>  ]   
           }
       } 


 finish {ambient 0 diffuse 0.7}

}

     hollow 
   double_illuminate
  }


  1. declare black_1= plane {
     y,0

  }


  1. declare mcloud_1= plane {
     y, 0
     texture {
       pigment { 
       wrinkles  
       turbulence 0.5 
       octaves 120
       omega 0.4 
        lambda 1
       scale 1000*2 
      scale z/10
       scale x/5 
       rotate y*40
       color_map {
           [ 0 color rgbt <1,1,1,0.6>  ]
           [ 1 color rgbt <1,1,1,0.99>  ]   
           }
       
    warp{ turbulence 0.5}
   } 


 finish {ambient 0 diffuse 0.7}
}  
      hollow 
   double_illuminate
  }


  1. declare mcloud_2= plane {
     y, 0
     texture {
       pigment { 
       granite
       //  wrinkles  
      turbulence 0.05 
       octaves 60
      // omega 0.2
       scale 400
       color_map {
           [ 0 color rgbt <1,1,1,0.8>  ]
           [ 1 color rgbt <1,1,1,0.5>  ]   
           }
       } 


 finish {ambient 0 diffuse 0.7}
}  
      hollow 
   double_illuminate
  }




  1. declare cloud_layers_1=union {


     object {cirrus_1}
 //   object {mcloud_1 translate y*6000}
   object {mcloud_2 translate y*4000}


   hollow 
   double_illuminate


}  




 #declare ground_1=union {
  plane {
     y, 0
     texture {
       pigment { 
       wrinkles  
       scale 10
       color_map {
           [ 0 color rgbt <0,1/3,0>  ]
           [ 1 color rgbt <0,1/5,0>  ]   
           }
       } 
 }  


  }



   hollow 
// double_illuminate


}  




  1. declare fog_1 = fog {
   distance 15000
   color rgbt SCATTER_RGB
 }




  1. declare ufo_tex1=texture {

pigment { P_Chrome5 //P_Silver2 } finish {

//Metal // SilverFinish

Metallic_Finish }

}


  1. declare ufo_tex2=texture {

pigment { P_Chrome1 //P_Silver2 } finish {

Metal // SilverFinish

//Metallic_Finish }

}


  1. declare ufo0=union {

sphere {0,1 scale y/5

texture {

ufo_tex1 } }

sphere {0,1  

scale y/2 scale <1/2,3/4,1/2>

 translate y/10 
texture {

ufo_tex2 } }


}


/* object {ufo0

 scale 200
//  rotate x*-30


//rotate x*-45+20 rotate <-250,180-35,20> //rotate z*90 // rotate x*-10

 translate y*2800 

}

  • /




  1. declare saucer_ufo_1=union {
 object {
   
 lathe {
  cubic_spline
   6,
   <-0,0>, 
   <2,1.5*2>, 
   <3,2*2>, 
   <3,3*2>, 
   <1,4*2>, 
   <-10,5*2>
   }


  scale y/2
 
 }    
  
   

 object {
 
 sphere {0,1.5  }
 scale y*1.5
 translate y*1.5*2
 
       texture {
  
 //  pigment { P_Copper5     }

// Aluminum

     Chrome_Metal
    //  Silver_Metal
      // Soft_Silver
       
    // Silver1
     
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { 
    F_MetalA
  //Metal
 //   Metallic_Finish
  //    SilverFinish
  }
  
 }
 } 


   object {
 
 sphere {0,2  }
 scale y*0.5
 translate y*1.6
 } 


 scale y/2
   
 texture {     
    pigment { P_Copper5     }
 //   Aluminum
    // Chrome_Metal
    //  Silver_Metal
   //    Soft_Silver
       
    // Silver1
     
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { Metal
        // F_MetalA
  //Metal
 //   Metallic_Finish
  //    SilverFinish
   }
  
 }


}



#declare ufotex1=         texture {
   // Aluminum
     Chrome_Metal
   //   Silver_Metal
    //   Soft_Silver
       
   //  Silver1
   //  Silver2
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { 
  reflection 0.1
      phong 0.5   
      specular 0.3
     metallic
 // Metal
  //  Metallic_Finish
  //    SilverFinish
  }
  
 } 



// #include "ufo4.inc"


  #declare SplineObject0 =

lathe { cubic_spline

 17
 , <1.000000, 27.000000>
 , <0.000000, 7.000000>
 , <37.000000, 27.000000>
 , <61.000000, 46.000000>
 , <120.000000, 60.000000>
 , <166.000000, 90.000000>
 , <237.000000, 104.000000>
 , <240.000000, 121.000000>
 , <169.000000, 133.000000>
 , <99.000000, 136.000000>
 , <69.000000, 146.000000>
 , <16.000000, 150.000000>
 , <0.000000, 151.000000>
 , <1.000000, 144.000000>
 , <0.000000, 17.000000>
 , <0.000000, 7.000000>
 , <18.000000, 17.000000>
  1. ifdef ( SplineObject0_USE_NORMAL_TRANSFORM )
 transform { SplineObject0_NORMAL_TRANSFORM }
  1. end

}


  1. declare ufo2= object {
SplineObject0

 texture {
      ufotex1
 
 }
 
 
 scale 1/5
 rotate x*180 
// scale y*1


} 




//fog { fog_1 }

sky_sphere { sky_1 }


object { cloud_layers_1 }


object {ground_1}

/*

object {

   saucer_ufo_1  
   scale 50  
   rotate x*-100
   rotate z*45
 //  rotate <-30,-40,50> 
 //  rotate x*180
   translate y*2700

}

  • /
   object {

    ufo2    
   scale 2
  rotate <30,20,50>
  rotate y*-180+90  
  
  
 translate y*3000
   translate x*100 

}


 object {

ufo2   
  scale 2
  rotate <30,20,50>
     rotate y*-20
  
   rotate y*-30
translate z*300
 translate y*3300
 translate x*-200 


}


Old code 2x

// // sphere shaped ufo // pov-ray 3.7 source code // // 21.1.2023 0000.0001 //


  1. include "colors.inc"
  2. include "textures.inc"
  3. include "metals.inc"


  1. declare QRED = 650;
  2. declare QGREEN = 555;
  3. declare QBLUE = 460;
  4. declare SCATTER_RGB=rgb <pow(QBLUE/QRED, 4), pow(QBLUE/QGREEN,4),1>;


camera {

   location <0,2,-1500>
   look_at <0,2800,0>
   angle 9

}


light_source {

   < 253/255, 184/255, 19/255>*1000*1000*1000
   color rgb <1,1,1>*4 

}



  1. declare sky_1=sky_sphere {

pigment {

   gradient y
   color_map {
   [ 0 color rgb < 0.26, 0.64, 1.00>  ]
    [ 1 color rgb <0.04, 0.22, 0.55 >  ]   
   }
 }

}



  1. declare cirrus_1= plane {
     y, 7000
     texture {
       pigment { 
       wrinkles  
       turbulence 0.3 
       octaves 60
      // omega 0.2
       scale 1000  

scale z/2

       color_map {
           [ 0 color rgbt <1,1,1,0>  ]
           [ 0.5 color rgbt <1,1,1,1>  ]   
           }
       } 


 finish {ambient 0 diffuse 0.7}

}

     hollow 
   double_illuminate
  }


  1. declare black_1= plane {
     y,0

  }


  1. declare mcloud_1= plane {
     y, 0
     texture {
       pigment { 
       granite
       //  wrinkles  
      // turbulence 0.3 
       octaves 60
      // omega 0.2
       scale 300
       color_map {
           [ 0 color rgbt <1,1,1,0.8>  ]
           [ 1 color rgbt <1,1,1,0.5>  ]   
           }
       } 


 finish {ambient 0 diffuse 0.7}
}  
      hollow 
   double_illuminate
  }


  1. declare mcloud_2= plane {
     y, 0
     texture {
       pigment { 
     //  granite
        wrinkles  
      // turbulence 0.3 
       octaves 60
      // omega 0.2
       scale 10
       color_map {
           [ 0 color rgbt <1,1,1,0.9>  ]
           [ 1 color rgbt <1,1,1,0.4>  ]   
           }
     warp {turbulence 0.3}  
 } 
    

 finish {ambient 0 diffuse 0.7}
}  
      hollow 
   double_illuminate
  }



  1. declare cloud_layers_1=union {


     object {cirrus_1}
//     object {black_1 translate y*1200}
 //    object {mcloud_2 translate y*500}
   //    object {mcloud_1 translate y*2000}
   //     object {mcloud_2 translate y*500}
   hollow 
   double_illuminate


}  





 #declare ground_1=union {
  plane {
     y, 0
     texture {
       pigment { 
       wrinkles  
       scale 10
       color_map {
           [ 0 color rgbt <0,1/3,0>  ]
           [ 1 color rgbt <0,1/5,0>  ]   
           }
       } 
 }  


  }



   hollow 
// double_illuminate


}  




  1. declare fog_1 = fog {
   distance 15000
   color rgbt SCATTER_RGB
 }




  1. declare ufo_tex1=texture {

pigment { P_Chrome5 //P_Silver2 } finish {

//Metal // SilverFinish

Metallic_Finish }

}


  1. declare ufo_tex2=texture {

pigment { P_Chrome1 //P_Silver2 } finish {

Metal // SilverFinish

//Metallic_Finish }

}


  1. declare ufo0=union {

sphere {0,1 scale y/5

texture {

ufo_tex1 } }

sphere {0,1  

scale y/2 scale <1/2,3/4,1/2>

 translate y/10 
texture {

ufo_tex2 } }


}


/* object {ufo0

 scale 200
//  rotate x*-30


//rotate x*-45+20 rotate <-250,180-35,20> //rotate z*90 // rotate x*-10

 translate y*2800 

}

  • /




  1. declare saucer_ufo_1=union {
 object {
   
 lathe {
  cubic_spline
   6,
   <-0,0>, 
   <2,1.5*2>, 
   <3,2*2>, 
   <3,3*2>, 
   <1,4*2>, 
   <-10,5*2>
   }


  scale y/2
 
 }    
  
   

 object {
 
 sphere {0,1.5  }
 scale y*1.5
 translate y*1.5*2
 
       texture {
  
 //  pigment { P_Copper5     }

// Aluminum

     Chrome_Metal
    //  Silver_Metal
      // Soft_Silver
       
    // Silver1
     
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { 
    F_MetalA
  //Metal
 //   Metallic_Finish
  //    SilverFinish
  }
  
 }
 } 


   object {
 
 sphere {0,2  }
 scale y*0.5
 translate y*1.6
 } 


 scale y/2
   
 texture {     
    pigment { P_Copper5     }
 //   Aluminum
    // Chrome_Metal
    //  Silver_Metal
   //    Soft_Silver
       
    // Silver1
     
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { Metal
        // F_MetalA
  //Metal
 //   Metallic_Finish
  //    SilverFinish
   }
  
 }


}



#declare ufotex1=         texture {
   // Aluminum
     Chrome_Metal
   //   Silver_Metal
    //   Soft_Silver
       
   //  Silver1
   //  Silver2
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { 
  reflection 0.1
      phong 0.5   
      specular 0.3
     metallic
 // Metal
  //  Metallic_Finish
  //    SilverFinish
  }
  
 } 



// #include "ufo4.inc"


  #declare SplineObject0 =

lathe { cubic_spline

 17
 , <1.000000, 27.000000>
 , <0.000000, 7.000000>
 , <37.000000, 27.000000>
 , <61.000000, 46.000000>
 , <120.000000, 60.000000>
 , <166.000000, 90.000000>
 , <237.000000, 104.000000>
 , <240.000000, 121.000000>
 , <169.000000, 133.000000>
 , <99.000000, 136.000000>
 , <69.000000, 146.000000>
 , <16.000000, 150.000000>
 , <0.000000, 151.000000>
 , <1.000000, 144.000000>
 , <0.000000, 17.000000>
 , <0.000000, 7.000000>
 , <18.000000, 17.000000>
  1. ifdef ( SplineObject0_USE_NORMAL_TRANSFORM )
 transform { SplineObject0_NORMAL_TRANSFORM }
  1. end

}


  1. declare ufo2= object {
SplineObject0

 texture {
      ufotex1
 
 }
 
 
 scale 1/5
 rotate x*180 
// scale y*1


} 




fog { fog_1 }

sky_sphere { sky_1 }


object { cloud_layers_1 }


object {ground_1}

/*

object {

   saucer_ufo_1  
   scale 50  
   rotate x*-100
   rotate z*45
 //  rotate <-30,-40,50> 
 //  rotate x*180
   translate y*2700

}

  • /
   object {

    ufo2    
   scale 2
  rotate <30,20,50>
  rotate y*-180+90  
  
  
 translate y*3000
   translate x*100 

}


 object {

ufo2   
  scale 2
  rotate <30,20,50>
     rotate y*-20
  
   rotate y*-30
translate z*300
 translate y*3300
 translate x*-200 


}



Old code


 //
 // flying saucer ufo
 // pov-ray 3.7 source code
 // 29.12.2022 0000.0000
 //
 
 
 #include "colors.inc"
 #include "textures.inc"
 #include "metals.inc" 
 #include "finish.inc"
 #include "skies.inc"
 
 
 background{Blue}
 
 camera {
   location <1, 9, -50>*10
   look_at <0, 0, 0>   
   
        angle 20
   
 }    
 
 
 light_source {
   <100, 200, -100>*10000000 color White*1
 }
 
   
   
background {
color rgb <0.9,0.9,1>*1
}


  sky_sphere {   
  
    pigment {
  P_Cloud2  
//  turbulence 1
  }
 /*
   pigment {
  wrinkles
  // granite
     scale 1/10
     scale y/4
   color_map {
   [0 color rgbt <1,1,1,1>] 
    [0.8 color rgbt <1,1,1,1>] 
   [1 color rgbt <1,1,1,0> ]
   }
   
   }
   
   */
   
 }
 
 
 
  
  
 
#declare ufotex1=         texture {
   // Aluminum
     Chrome_Metal
   //   Silver_Metal
    //   Soft_Silver
       
   //  Silver1
   //  Silver2
//   Silver3
      
 // pigment { color rgb <1,1,1>*0.95}
  finish { 
  reflection 0.1
      phong 0.5   
      specular 0.3
     metallic
 // Metal
  //  Metallic_Finish
  //    SilverFinish
  }
  
 } 



// #include "ufo4.inc"


  #declare SplineObject0 =

lathe { cubic_spline

 17
 , <1.000000, 27.000000>
 , <0.000000, 7.000000>
 , <37.000000, 27.000000>
 , <61.000000, 46.000000>
 , <120.000000, 60.000000>
 , <166.000000, 90.000000>
 , <237.000000, 104.000000>
 , <240.000000, 121.000000>
 , <169.000000, 133.000000>
 , <99.000000, 136.000000>
 , <69.000000, 146.000000>
 , <16.000000, 150.000000>
 , <0.000000, 151.000000>
 , <1.000000, 144.000000>
 , <0.000000, 17.000000>
 , <0.000000, 7.000000>
 , <18.000000, 17.000000>
  1. ifdef ( SplineObject0_USE_NORMAL_TRANSFORM )
 transform { SplineObject0_NORMAL_TRANSFORM }
  1. end

}


  1. declare ufo1= object {
SplineObject0

 texture {
      ufotex1
 
 }
 
 
 scale 1/5
 rotate x*180 
// scale y*1


} 



object {

ufo1
  // rotate x*-20
  rotate <30,20,50>
  rotate y*-90
} 


 object {

ufo1
  // rotate x*-20
  rotate <30,20,50>
 // rotate y*-90 
 
 translate z*1000
 translate y*-20
 translate x*-100
}

Licensing

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.
Category:CC-BY-SA-4.0#Two%20saucer%20shaped%20ufos%201%20rend%201.png
Category:Self-published work Category:Images with Povray source code
Category:CC-BY-SA-4.0 Category:Images with Povray source code Category:Self-published work