#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #declare FrontCamera=camera { location<0,5,-15> look_at<0,0,0> translate<0,0,-20> } #declare TopCamera=camera { location<0,50,-20> look_at<0,0,0> //translate<0,0,-20> } #declare SphereCamera=camera { location<0,0,-30> look_at<0,0,0> } //camera { TopCamera } //camera { FrontCamera } //camera { SphereCamera rotate<0,-30,0> } camera { SphereCamera } background { color White } //background { color Black } light_source { <200,200,-200> color White } light_source { <-200,200,-200> color White } //light_source { <200,200,200> color White } //light_source { <-200,200,200> color White } //light_source { <0,200,0> color White } // uses image color index as height, extends along X-Z axes // from <0 0 0> to <1 1 1> /* height_field { tga "c:\graphics\fractals\bk2.tga" texture { pigment { image_map { tga "c:\graphics\fractals\bk2.tga" map_type 0 interpolate 2 once } rotate x*90 // lay X-Y image map down onto X-Z height field plane } finish { ambient 1 } } translate<-.5,0,-.5> scale<100,2,100> } box { <-2000,-2000,-2000>,<2000,.6,2000> texture { Aluminum } } */ #declare R1=seed(1); #declare BlueSphere=sphere { <0,0,0>,4 texture { Aluminum pigment { color NeonBlue } } } #declare PinkSphere=sphere { <0,0,0>,4 texture { Aluminum pigment { color NeonPink } } } #declare GreenSphere=sphere { <0,0,0>,4 texture { Aluminum pigment { color Green } } } #declare Obj=union { sphere { <0,0,0>,10 } //texture { Aluminum } texture { //Aluminum //pigment { material_map { gif "bk4.gif" map_type 0 interpolate 2 texture { Aluminum } //texture { Polished_Brass } //texture { Glass3 } texture { pigment { color Clear } } /* texture { //Aluminum pigment { image_map { gif "c:\graphics\fractals\bk4.gif" map_type 0 interpolate 2 //once //filter 0,1.0 } } //Polished_Brass normal { bump_map { gif "c:\graphics\fractals\bk4.gif" map_type 0 interpolate 2 //once bump_size 2 } } } */ } translate<-.5,-.5,0> scale 15 } } #declare gSphere=union { difference { sphere { <0,0,0>,4 } sphere { <0,0,0>,3.8 } //texture { Glass3 } //texture { Polished_Brass } texture { Aluminum } } //light_source { <0,0,0> color NeonBlue } } /* difference { sphere { <0,0,0>,9.9 } sphere { <0,0,0>,9.5 } texture { Glass3 } } */ #declare BlueTorus=torus { 8.5,.1 texture { Aluminum pigment { color NeonBlue } }} //plane { z,20 texture { Aluminum } } #declare Width=30; #declare Depth=4; object { Obj } sphere { <0,0,0>,8.5 texture { Aluminum pigment { color NeonBlue } } } #declare Count2=0; #while (Count2 < 100) object { BlueSphere scale ((rand(R1)*75)/1000+.05) translate<8.5,0,0> rotate } object { PinkSphere scale ((rand(R1)*75)/1000+.05) translate<8.5,0,0> rotate } //object { GreenSphere scale ((rand(R1)*75)/1000+.05) translate rotate } #declare Count2=Count2+1; #end #declare Count2=0; #while (Count2 < 10) object { BlueTorus rotate } #declare Count2=Count2+1; #end #declare Count=0; #while (Count < 50) union { object { Obj } sphere { <0,0,0>,8.5 texture { Aluminum pigment { color NeonBlue } } } #declare Count2=0; #while (Count2 < 100) object { BlueSphere scale ((rand(R1)*75)/1000+.05) translate<8.5,0,0> rotate } object { PinkSphere scale ((rand(R1)*75)/1000+.05) translate<8.5,0,0> rotate } //object { GreenSphere scale ((rand(R1)*75)/1000+.05) translate rotate } #declare Count2=Count2+1; #end #declare Count2=0; #while (Count2 < 10) object { BlueTorus rotate } #declare Count2=Count2+1; #end scale rand(R1)*25/100+.25 translate<(rand(R1)*Width)-(rand(R1)*Width),(rand(R1)*Width)-(rand(R1)*Width),0> } #declare Count=Count+1; #end #declare Count=0; #while (Count < 20000) object { gSphere scale ((rand(R1)*75)/1000+.05) translate<(rand(R1)*Width)-(rand(R1)*Width),(rand(R1)*Width)-(rand(R1)*Width),rand(R1)*Depth> } #declare Count=Count+1; #end /* #declare Count=0 #while (Count < 500) object { cylinder { <0,-1000,0>,<0,1000,0>,.1 texture { Aluminum } } rotate<0,0,rand(R1)*360> translate<(rand(R1)*Width)-(rand(R1)*Width),(rand(R1)*Width)-(rand(R1)*Width),rand(R1)*Depth> } #declare Count=Count+1 #end */