/usr/share/makehuman/data/povray/makehuman.pov is in makehuman-data 1.0.0~alpha6-5ubuntu3.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 | // xxFileNamexx.pov
// xxUnderScoresxx
// This scene file illustrates the use of an include file generated from the
// MakeHuman application using the POV-Ray export functionality.
// It contains 3 examples of how to render the human figure.
//
// This file is licensed under the terms of the CC-LGPL.
// This license permits you to use, modify and redistribute the content.
//
// Typical render time 1 minute (at 800x600 AA 0.3).
// The default object is about 16 POV-Ray units high and is centred at the
// origin.
//
// The include file contains 3 models that can be rendered separately
// or in any combination. The models and the options available are
// detailed in the file MakeHuman.html.
// This file contains a series of separate examples, controlled using the
// 'Example' variable. They typically take a few seconds to render:
//
// Example = 0 renders the mesh2 object using the camera settings as they
// were in the MakeHuman application when this file was generated.
// Example = 1 renders the mesh2 object and overlays the sphere-based object
// and cylinder-based object.
// Example = 2 renders the mesh2 object, the sphere-based object and the
// cylinder-based object, translating them so that they are
// each separately visible.
// Example = 3 illustrates the use of generated mesh2 sub-surfaces and
// provides some experimental textures to scatter light between
// those surfaces.
// Example = 4 illustrates the MakeHuman_XRayTexture texture which provides
// a crude simulation of an x-ray using the POV-Ray slope pattern.
// Example = 5 illustrates the use of the MakeHuman_SelectedGroups array setting.
//
// Example = 101 gradually rotates the model through 360 degrees, given
// appropriate animation options (eg. +kfi0 +kff29 +kc).
//
// You can use the POV-Ray animation feature to cycle through all of the above examples
// using command-line options +kfi0 +kff4 and by using the 'frame_number' identifier as
// follows:
//
// #declare Example = frame_number;
#declare Example = 0;
#include "xxLowercaseFileNamexx.inc"
#if (file_exists("makehuman_hair.inc")) #include "makehuman_hair.inc" #end
//
// The simplest example uses the predefined camera, the mesh object
// and the predefined texture.
//
#if (Example=0)
camera {MakeHuman_Camera}
light_source {MakeHuman_LightSource}
object {
MakeHuman_Mesh(0)
translate <MakeHuman_TranslateX, MakeHuman_TranslateY, MakeHuman_TranslateZ>
rotate <MakeHuman_RotateX, MakeHuman_RotateY, MakeHuman_RotateZ>
texture {MakeHuman_Texture}
}
#end
//
// This example overlays the mesh object, the spheres object and the
// cylinder object.
//
#if (Example=1)
camera {location <-6,10,20> look_at 9*y }
light_source {<-10,20,50>, rgb 1}
object {
MakeHuman_Mesh(0)
texture {MakeHuman_Texture}
translate -y*MakeHuman_MinExtent
}
object {
MakeHuman_Spheres(0)
pigment {rgb <2,0,0>}
translate -y*MakeHuman_MinExtent
}
object {
MakeHuman_Cylinders(0)
pigment {rgb <2,2,0>}
translate -y*MakeHuman_MinExtent
}
// Add a plane
plane {y,0
pigment {rgb 0.3}
normal {ripples 0.2 scale 5}
finish {reflection 0.8}
}
#end
//
// This example displays 3 separate objects, one showing the mesh, one made with
// spheres and the other with cylinders.
//
#if (Example=2)
camera {location <-6,10,20> look_at 9*y }
light_source {<-10,20,50>, rgb 1}
// Add a mesh on its own behind the original
object {
MakeHuman_Mesh(0)
texture {MakeHuman_Texture}
translate <0,-MakeHuman_MinExtent.y,-10>
translate -z*5
}
// Add a spheres-based copy on the left
object {
MakeHuman_Spheres(0)
pigment {rgb <2,0,0>}
translate <0,-MakeHuman_MinExtent.y,-10>
rotate y*80
translate -z*5
}
// Add a cylinder-based copy on the left
object {
MakeHuman_Cylinders(0)
pigment {rgb <0,2,0>}
translate <0,-MakeHuman_MinExtent.y,-10>
rotate -y*80
translate -z*5
}
// Add a plane
plane {y,0
pigment {rgb 0.3}
normal {ripples 0.2 scale 5}
finish {reflection 0.8}
}
#end
// This example illustrates the use of generated sub-surfaces and provides
// some experimental textures to scatter light between those surfaces.
#if (Example=3)
camera {location <-2.5,7.5,14> look_at 6*y }
light_source {<-.5,1,.2>*100000, rgb 0.5 rotate y*90}
light_source {<-10,20,50>, rgb 1}
global_settings{
photons{count 1000000/3 jitter .875}
}
#default{ finish{ambient 0 }}
// Base copy using the MH image map
object {
MakeHuman_Mesh(-0.003)
texture {
pigment {
image_map {
tga "texture.tga"
}
}
finish {specular 0 diffuse 0.5 roughness .5 reflection 0}
normal {agate 0.15 scale 0.01}
}
}
// A middle surface with a crackle for blood vessels
object {
MakeHuman_Mesh(0)
no_shadow
texture {
pigment{rgbf <1,.85,.8,0.995>}
}
texture {
pigment {crackle turbulence 0.5 scale 0.07
color_map {
[0 color rgbf <1,0.6,0.75,0.7>]
[0.1 color rgbf <1,1,1,1>]
[1 color rgbf <1,1,1,1>]
}
}
normal {crackle turbulence 0.5 scale 0.1}
finish{ roughness .05}
}
interior{ ior 10.3 }
photons{ target refraction on }
}
// The outer surface layer
object {
MakeHuman_Mesh(0.003)
no_shadow
double_illuminate
texture {
pigment{ rgbf<0.9,.7,.58,1> }
finish{ specular .1 roughness .05 reflection 0}
}
// exaggerated ior
interior{ ior 10.3 }
photons{ target refraction on }
}
// Add a plane
plane {y,0.4
pigment {rgb 0.002}
normal {wrinkles 0.5 scale 1}
finish {reflection 0.8 phong 0.5}
}
// Position a white sphere in the sky to get some reflection on the plane
sphere {<150,120,-150>,10 pigment {rgb 2}}
#end
// This example illustrates the use of the MakeHuman_XRayTexture texture setting
#if (Example=4)
camera {location <-3,7.3,1> look_at 7.3*y }
object {
MakeHuman_Mesh(0)
texture {MakeHuman_XRayTexture}
}
#end
// This example illustrates the use of the hair functions.
// It requires the optional makehuman_hair.inc file.
#if (Example=5)
#if (file_exists("makehuman_hair.inc"))
#include "makehuman_groupings.inc"
#include "hair.inc"
#include "rand.inc"
// #declare MakeHuman_BaseObject = MakeHuman_Mesh(0)
#declare HairObject = object {Hair("")}
#declare S = seed(1);
union {
object {HairObject}
// object {Hair_HairlineAndMarkers pigment {rgb <1,1,0>}}
object {Hair_HairlineObject pigment {rgb <1,1,0>}}
// object {MakeHuman_Mesh(0) texture {MakeHuman_Texture}}
// object {MakeHuman_BaseObject texture {MakeHuman_Texture}}
scale 10
}
// camera {location MakeHuman_HairCentre + <0,2.5,-2> look_at MakeHuman_HairCentre }
camera {location (Hair_Centre + <0,0,3>)*10 look_at (Hair_Centre)*10}
light_source {<-10,20,50>*10, rgb 1}
light_source {<-10,-20,50>*10, rgb 1}
#else
#debug "Error reading 'makehuman_hair.inc'."
#debug "Note: This is a separately downloadable file that you don't seem to have in your include path.\n"
#end
#end
// This example rotates the model through 360 degrees (given appropriate animation options).
#if (Example=101)
background {color rgb <0,1,0>}
camera {location <0,5.6,20> look_at 0.5*y}
light_source {<-10,30,25> rgb 1
spotlight point_at 2*y
radius 3
falloff 20
}
light_source {< 10,50,25>, rgb <1,0.5,0.2>}
object {
MakeHuman_Mesh(0)
texture {MakeHuman_Texture}
rotate -clock*360*y
}
cylinder {y*MakeHuman_MinExtent.y,y*(MakeHuman_MinExtent.y-0.3),3
pigment {rgb 0.7}
finish {reflection 0.3}
normal {bozo scale 0.1}
rotate -clock*360*y
}
plane {y,(MakeHuman_MinExtent.y-0.35) pigment {rgb <0,1,0>}}
plane {z,(MakeHuman_MinExtent.x-0.35) pigment {rgb <0,1,0>}}
#end
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