#include "glass.inc" #declare use_light=false; global_settings { assumed_gamma 1 radiosity { pretrace_start 0.08 pretrace_end 0.04 count 350 nearest_count 5 error_bound 0.2 recursion_limit 1 low_error_factor .5 gray_threshold 0.0 minimum_reuse 0.015 brightness 1 adc_bailout 0.01/2 } } torus { 4,1 translate 1*y texture { T_Glass1 } interior { I_Glass4 } } #if (use_light) light_source { <-1.5, 1, -0.5>*10000 color rgb <1.0, 0.92, 0.77> } #end camera { location <3.8, 7.2, -10> look_at <0.0, 1.2, 0.0> } sphere { <0, 0, 0>, 1 texture { pigment { gradient y color_map { [0.0 color rgb < 0.900, 0.910, 1.000 >] [0.0 color rgb < 0.700, 0.705, 1.000 >] } } finish { diffuse 0 ambient 1 } } hollow on no_shadow scale 30000 } #declare FinX= finish { diffuse 0.65 ambient 0.0 } plane { y, 0 texture { pigment { color rgb 1 } finish { FinX } } }