#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions /* atmosphere { type 1 //samples 60 samples 15 distance 100 scattering .75 aa_level 8 aa_threshold 0.2 jitter 0.05 } */ camera { location<0,0,-40> look_at<0,0,0> } background { color White } //background { color Black } light_source { <2000,2000,-2000> color White } light_source { <-2000,2000,-2000> color White } //light_source { <0,0,0> color White } #declare sMetal=texture { Aluminum } //#declare sMetal=texture { pigment { color White } } #declare Wave=texture { pigment { color rgb <0.55, 0.5, 0.45> } normal { bumps .6 } finish { metallic ambient 0.1 diffuse 0.65 specular 0.85 roughness 0.01 reflection 0.45 brilliance 1.5 } } #declare tex=texture { pigment { color Black } } #declare pBrass=texture { //pigment { color rgb <0.578, 0.422, 0.195> } pigment { hexagon pigment{ color MediumSlateBlue },pigment{ color Blue},pigment{ color NavyBlue} //Copper scale .2 } normal { hexagon .9 scale .2 } finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.4 phong 0.8 phong_size 120 } } #declare R1 = seed(360); union { #declare Count=0; #while (Count < 50) #declare Rot=; #declare CylnPoint=<50,0,0>; //#declare pBlob=<14,0,0> //#declare pBlobClose=<10,0,0> #declare NewCylnPoint=vrotate(CylnPoint,Rot); //#declare BlobPoint=vrotate(pBlob,Rot) //#declare BlobClose=vrotate(pBlobClose,Rot) #declare RingRad=.5+(rand(R1)*4/4); //#declare Rad=12 #declare Rad=11+(rand(R1)*3); #declare CylnRad=1+(rand(R1)*2); // Base Disc intersection { difference { sphere { <0,0,0>,Rad } sphere { <0,0,0>,Rad-.125 } cylinder { <0,0,0>,NewCylnPoint,CylnRad } } cylinder { <0,0,0>,NewCylnPoint,CylnRad+RingRad-.01 } //pigment { color rgb } texture { pBrass rotate<0,0,90> rotate Rot } } // Interior Disc intersection { difference { sphere { <0,0,0>,Rad } sphere { <0,0,0>,Rad-.125 } } cylinder { <0,0,0>,NewCylnPoint,CylnRad } //pigment { color Green } texture { Wave } } /* blob { threshold 1 sphere { BlobPoint,2,6 } sphere { BlobClose,3,6 } } */ // under cap intersection { difference { sphere { <0,0,0>,Rad-.125 } sphere { <0,0,0>,Rad-.25 } //cylinder { <0,0,0>,NewCylnPoint,CylnRad+RingRad-.1 } } cylinder { <0,0,0>,NewCylnPoint,CylnRad+RingRad } } // Outside Ring intersection { difference { sphere { <0,0,0>,Rad+.125 } sphere { <0,0,0>,Rad-.125 } cylinder { <0,0,0>,NewCylnPoint,CylnRad+RingRad-.1 } } cylinder { <0,0,0>,NewCylnPoint,CylnRad+RingRad } } // Inside Ring intersection { difference { sphere { <0,0,0>,Rad+.125 } sphere { <0,0,0>,Rad } cylinder { <0,0,0>,NewCylnPoint,CylnRad } } cylinder { <0,0,0>,NewCylnPoint,CylnRad+.1 } } #declare Count=Count+1; #end #declare Count3 = 0; #while (Count3 < 2000) cone { <0,9,0>,.5,<0,11.5,0>,.001 rotate } #declare Count3 = Count3 + 1; #end sphere { <0,0,0>,10 } //pigment { color White } texture { sMetal } }