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background { color rgb <0.5, 0.7, 1> }
camera {
location <0.0, 2.0, -20.0>
look_at <0.0, 0.0, 1.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <0, 10, -20>
}
// create a isosurface object - the equipotential surface
// of a 3D math function f(x, y, z)
#declare fn_X = function(x,y,z,tau) {
8*(x^2-tau^4*y^2)*(y^2-tau^4*z^2)*(z^2-tau^4*x^2)*(x^4+y^4+z^4-2*(x^2*y^2+y^
2*z^2+z^2*x^2))+(3+5*tau)*(x^2+y^2+z^2-1)^2*(x^2+y^2+z^2-(2-tau))^2 }
isosurface {
function { fn_X(x, y, z,(1+sqrt(5))/2) } // alternative declared
function
contained_by { sphere { 0, 3 } } // container shape
accuracy 0.001 // accuracy of calculation [0.001]
max_gradient 3445031.481 // maximum gradient the
function can have [1.1]
// evaluate 1, 1.2, 0.99 // evaluate the maximum gradient
open
material {
texture {
pigment { color rgb <0.2, 0.7, 0.2> }
finish {
ambient 0.3 // ambient surface reflection color [0.1]
diffuse 0.6 // amount [0.6]
phong 0.5 // amount [0.0]
phong_size 40 // (1.0..250+) (dull->highly polished) [40]
reflection {
//0.0 // minimal reflection value (for variable
reflection)
1.0 // reflection amount (maximum for variable
reflection)
fresnel on // realistic variable reflection
falloff 1.0 // falloff exponent for variable reflection
exponent 1.0 // influence surface reflection
characteristic
metallic 1.0 // tint reflection in surface color
}
}
}
}
rotate y*30
scale 3
}
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