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KDE Transparent (PNG with Alpha)

   2.0  

KDE Wallpaper 1600x1200

Score 51%
KDE Transparent (PNG with Alpha)
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KDE Transparent (PNG with Alpha)
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KDE Transparent (PNG with Alpha)
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Link:  http://
Downloads:  245
Submitted:  Jul 18 2005
Updated:  Jul 20 2005

Description:

KDE Logo raytraced in PovRay

// Persistence of Vision Ray Tracer Scene Description File
// File: .pov
// Vers: 3.1
// Desc: KDE Logo
// Date: 6/3/2003
// Auth: Alfrenovsky
// Licence: GPL

// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions

// ==== Additional Includes ====
// Don't have all of the following included at once, it'll cost memory and time
// to parse!
#include "CHARS.INC" // A complete library of character objects, by Ken Maeno
#include "CONSTS.INC" // Various constants and alias definitions
#include "FINISH.INC" // Some basic finishes
#include "GLASS.INC" // Glass textures
#include "GOLDS.INC" // Gold textures
#include "METALS.INC" // Metallic pigments, finishes, and textures
#include "RAD_DEF.INC" // Some common radiosity settings
#include "SHAPES.INC" // Standard objects from POV-Ray's earlier days
#include "SHAPES2.INC" // Useful, but seldom used shapes
#include "SHAPESQ.INC" // Pre-defined quartic shapes
#include "STONES.INC" // Binding include-file for STONES1 and STONES2
#include "STONES1.INC" // Great stone-textures created by Mike Miller
#include "STONES2.INC" // More, done by Dan Farmer and Paul Novak
#include "WOODMAPS.INC" // Basic wooden colormaps
#include "WOODS.INC" // Great wooden textures created by Dan Farmer and Paul Novak

background {color rgb< 1,1,1>}


//sky_sphere {pigment{White}}

light_source {< -100,130,-50> color White*2}

plane {z, -100 color White*2}


#declare DIST=30;

camera
{
orthographic
right x*4/3*DIST
up y*DIST
location < 0, 0, -DIST>
look_at < 0, 0, 0>
}


#declare gear= merge
{
#declare glass=texture
{
finish {
specular 1
roughness 0.00001
ambient 1
diffuse 0.1
reflection 0.7
}
}


#declare Golden_mirror=texture{glass pigment{rgbf< 1,0.8,0,0.9>}}
#declare Chrome=texture{glass pigment{rgbf< 1,1,1,0.85>}}

// #declare Golden_mirror=texture{T_Gold_4D}
// #declare Chrome=texture{Polished_Chrome}

#declare thick=1.5;
#declare prof=thick/2;
#declare rad1=4.55;
#declare rad2=5;
#declare rad3=6;
#declare rad4=6.3;

//ring
difference
{
cone {< 0,0,-prof>,rad3,< 0,0,0>,rad4}
cone {< 0,0,-prof-.01>,rad2,< 0,0,.01>,rad1}
}
cylinder {< 0,0,0>,< 0,0,prof>,rad4}

//convex
#declare rad=prof/2+rad1*rad1/2/prof;
intersection
{
sphere{< 0,0,-prof+rad>,rad}
plane{z,0.01}
texture{Golden_mirror}
}

//teeth
#declare teethmajor=3.0;
#declare teethminor=1.9;
#declare teethlenght=2.1;
#declare teethbaserad=sqrt(rad4*rad4-teethmajor*teethmajor/4);
#declare teeth=union
{
triangle{< -teethmajor/2,-teethbaserad,0>,< teethmajor/2,-teethbaserad,0>,< -teethminor/2,-teethbaserad-teethlenght,0>}
triangle{< teethminor/2,-teethbaserad-teethlenght,0>,< teethmajor/2,-teethbaserad,0>,< -teethminor/2,-teethbaserad-teethlenght,0>}

triangle{< -teethmajor/2,-teethbaserad,1>,< teethmajor/2,-teethbaserad,1>,< -teethminor/2,-teethbaserad-teethlenght,1>}
triangle{< teethminor/2,-teethbaserad-teethlenght,1>,< teethmajor/2,-teethbaserad,1>,< -teethminor/2,-teethbaserad-teethlenght,1>}

triangle{< -teethmajor/2,-teethbaserad,0>,< -teethmajor/2,-teethbaserad,1>,< -teethminor/2,-teethbaserad-teethlenght,0>}
triangle{< -teethminor/2,-teethbaserad-teethlenght,1>,< -teethmajor/2,-teethbaserad,1>,< -teethminor/2,-teethbaserad-teethlenght,0>}

triangle{< teethmajor/2,-teethbaserad,0>,< teethmajor/2,-teethbaserad,1>,< teethminor/2,-teethbaserad-teethlenght,0>}
triangle{< teethminor/2,-teethbaserad-teethlenght,1>,< teethmajor/2,-teethbaserad,1>,< teethminor/2,-teethbaserad-teethlenght,0>}

triangle{< teethminor/2,-teethbaserad-teethlenght,0>,< -teethminor/2,-teethbaserad-teethlenght,0>,< -teethminor/2,-teethbaserad-teethlenght,1>}
triangle{< teethminor/2,-teethbaserad-teethlenght,0>,< teethminor/2,-teethbaserad-teethlenght,1>,< -teethminor/2,-teethbaserad-teethlenght,1>}

//After finishing this I get noticed the existence of "Polygon", FUCK !
}
union{
object{teeth rotate z*360/8*0}
object{teeth rotate z*360/8*1}
object{teeth rotate z*360/8*2}
object{teeth rotate z*360/8*3}
object{teeth rotate z*360/8*4}
object{teeth rotate z*360/8*5}
object{teeth rotate z*360/8*6}
object{teeth rotate z*360/8*7}
rotate z*clock*360/8
}
//K
#declare p1= < -1.7,-4.3, 0> ;
#declare p2= < -1.7, 8.5, 0> ;
#declare p3= < 1.4, 8.7, 0> ;
#declare p4= < 1.4, 3.1, 0> ;
#declare p5= < 5.7, 8.7, 0> ;
#declare p6= < 9.0, 7.8, 0> ;
#declare p7= < 4.7, 2.5, 0> ;
#declare p8= < 9.0,-3.4, 0> ;
#declare p9= < 5.7,-4.3, 0> ;
#declare p10=< 1.4, 2.0, 0> ;
#declare p11=< 1.4,-3.4, 0> ;
union
{
triangle{p1,p2,p3}
triangle{p1,p11,p3}
triangle{p4,p5,p6}
triangle{p4,p7,p6}
triangle{p4,p7,p10}
triangle{p9,p7,p10}
triangle{p9,p7,p8}
translate -z*prof*2
}
union
{
triangle{p1,p2,p3}
triangle{p1,p11,p3}
triangle{p4,p5,p6}
triangle{p4,p7,p6}
triangle{p4,p7,p10}
triangle{p9,p7,p10}
triangle{p9,p7,p8}
translate -z*prof*3
}

union
{
triangle{p1,p2,p1-z*prof}
triangle{p2,p2-z*prof,p1-z*prof}
triangle{p3,p2,p3-z*prof}
triangle{p2,p2-z*prof,p3-z*prof}
triangle{p3,p4,p3-z*prof}
triangle{p4,p4-z*prof,p3-z*prof}
triangle{p5,p4,p5-z*prof}
triangle{p4,p4-z*prof,p5-z*prof}
triangle{p5,p6,p5-z*prof}
triangle{p6,p6-z*prof,p5-z*prof}
triangle{p7,p6,p7-z*prof}
triangle{p6,p6-z*prof,p7-z*prof}
triangle{p7,p8,p7-z*prof}
triangle{p8,p8-z*prof,p7-z*prof}
triangle{p9,p8,p9-z*prof}
triangle{p8,p8-z*prof,p9-z*prof}
triangle{p9,p10,p9-z*prof}
triangle{p10,p10-z*prof,p9-z*prof}
triangle{p11,p10,p11-z*prof}
triangle{p10,p10-z*prof,p11-z*prof}
triangle{p11,p1,p11-z*prof}
triangle{p1,p1-z*prof,p11-z*prof}
translate -z*prof*2
}

texture{Chrome}
interior{ior 1.6}
}

object{gear scale 0.85 translate < -1.7,-1,0> rotate -y*25}

#declare CYL=cylinder{< -18,0,6>,< 18,0,6>,0.1 texture{Gold_Texture}}

#declare TOP=13;
#declare BOT=-TOP;
#declare QUANT=25;
#declare STEP=(BOT-TOP)/QUANT;


#declare YY=TOP;
#while (YY>BOT)
object {CYL translate y*YY}

#declare YY=YY+STEP;
#end




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