/usr/share/polymake/resources/povray/polymake-scene.pov is in polymake-common 3.2r2-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | #version 3.1;
#global_settings { assumed_gamma 1.0 }
#global_settings { max_trace_level 20.0 }
//macro for drawing arrows
#macro arrow (fromNode, toNode, edgeThickness, arrowHeadLength, arrowHeadWidth)
#local edgeLength = vlength(toNode-fromNode);
#local arrowHeadLength = min(arrowHeadLength,0.5*edgeLength);
#local headBase = fromNode + (toNode-fromNode)*(edgeLength-arrowHeadLength)/edgeLength;
union {
cylinder { fromNode, headBase, edgeThickness }
cone { headBase, arrowHeadWidth*edgeThickness, toNode, 0}
}
#end
//macro for drawing edges
#macro capsule(fromNode, toNode, edgeThickness)
union {
cylinder { fromNode, toNode, edgeThickness }
sphere { fromNode, edgeThickness }
sphere { toNode , edgeThickness }
}
#end
#include "colors.inc"
#include "metals.inc"
#include "finish.inc"
#declare origin = <0,0,0>;
#declare thick = 0.03;
// due to Wolfram Schlickenrieder
#declare T_Polytope_solid =
texture {
pigment { color rgbf <1,1,1, 1> }
finish {
specular 0.3
roughness 0.001
ambient 0.1
diffuse 0.2
reflection {
0.2, 1.0
fresnel on
}
conserve_energy
}
}
#declare T_Polytope_wires =
texture {
pigment { color rgb <0.39, 0.41, 0.6> }
finish { F_MetalC }
}
#declare T_Polytope_nodes =
texture {
pigment { color rgbf <1, 0, 0, 1> }
finish {
ambient 0.1
diffuse 0.6
specular 0.2
}
}
// light near camera
// light_source {
// <0, 1.6, -2.7>
// color White
// spotlight
// radius 20
// falloff 25
// tightness 10
// area_light <2, 0, 0>, <0, 0, 2>, 5, 5
// adaptive 1
// jitter
// point_at origin
// }
//light from above
light_source {
<1, 10, -2>
color White
spotlight
radius 100
falloff 25
tightness 10
area_light <1, 0, 0>, <0, 1, 0>, 1, 1
adaptive 1
jitter
point_at origin
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
camera {
location 0.7*<1, 2.2, -2.7>
right <-1.33,0,0>
look_at <0,-.5,0>
}
plane { y, -3
pigment { color rgbf<1,1,.5,0> }
finish {
reflection .1 specular .1
ambient 0.6 diffuse 0.2
}
// normal { ripples 4 turbulence 5 scale 3 }
}
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