#version 3.6 sphere { <0,0,0> , 10*sqrt(3) pigment { granite scale 48.21 } finish { reflection 0.2 phong 0.376 } normal { granite 0.1/10 } hollow } sphere { <+10,0,0>*sqrt(3),3 pigment { color <0,1,0> } finish { phong 0.5 metallic reflection 0.333 } } sphere { <-10,0,0>*sqrt(3),3 pigment { color <0,0,1> } finish { phong 0.5 metallic reflection 0.333 } } cylinder { <-10,0,0>*sqrt(3), <+10,0,0>*sqrt(3), 0.5 pigment { color <1,1,0> } finish { phong 0.5 metallic reflection 0.333 } } #declare S=seed(4711); #declare I=0; #while(I<444) #declare M = <10,0,0>*sqrt(3); #declare M = vrotate(M,y*360*rand(S)); #declare M = vrotate(M,z*360*rand(S)); #declare M = vrotate(M,x*360*rand(S)); #declare R = 0.8 + rand(S)*0.195; sphere { M*R, 0.5 + rand(S)*0.75 pigment { color rgb<1,0.1,0.2> } finish { phong 0.5 reflection 0.2} } cylinder { M*R, M*1.1, 0.375 pigment { color rgb<0.7,0.5,0.3> } finish { phong 0.5 } } #declare I=I+1; #end #declare SPL = spline { cubic_spline // linear_spline #declare W=1; #while(W<=360) W/360, 9* #declare W=W+1; #end } light_source { <-10,3,0> color <0.8,0.5,0.5> area_light <1,0,0>, <0,1,0>, 4,4 jitter orient circular } light_source { <+10,3,0> color <0.5,0.6,0.8> area_light <1,0,0>, <0,1,0>, 4,4 jitter orient circular } #declare vclock = clock+0.372; #while(vclock>1) #declare vclock = vclock-1.0; #end camera { // location <-9,-9,-9> // look_at <0,0,0> location SPL(clock) look_at SPL(vclock) angle 60 }