#version 3.71; global_settings { assumed_gamma 1 ambient_light srgb <1,1,1> noise_generator 3 } #declare Camera00 = camera { perspective location <5,5,-5.001> sky <0,1,0> angle 35 right x*(image_width/image_height) look_at <0,0,0> } #declare White = srgbft <1,1,1,0,0>; #declare Light00 = light_source { <50,150,-250>, White } #declare Burgundy = srgbft <0.4667,0.05882,0.01961,0,0>; #declare PlaneX = plane { <1,0,0>, -2.06 pigment { color Burgundy } } #declare Bunting = srgbft <0.08235,0.1216,0.298,0,0>; #declare PlaneY = plane { <0,1,0>, -2.06 pigment { color Bunting } } #declare Burnham = srgbft <0,0.1804,0.1255,0,0>; #declare PlaneZ = plane { <0,0,-1>, -2.06 pigment { color Burnham } } #declare Color_88 = srgbft <0.65,0.65,0.65,0,0>; #declare Color_89 = srgbft <0.8,0.8,0.8,0,0>; #declare ColorMap_CloudyGraySky2 = color_map { [ 0 Color_88 ] [ 1 Color_89 ] } #declare Pigment_CloudyGraySky2 = pigment { bozo sine_wave frequency 3.33 turbulence 1.0 color_map { ColorMap_CloudyGraySky2 } } #declare Sky_Sphere01 = sky_sphere { pigment { Pigment_CloudyGraySky2 } emission rgb <1,1,1> } #include "functions.inc" #declare Fn00 = function (x,y,z) { f_cross_ellipsoids(x,y,z,0.1,8.0,4.0,1) } #declare Iso00 = isosurface { function { Fn00(x,y,z) } contained_by { box { <-1.5,-1.5,-1.55>,<1.5,1.5,1.55> } } threshold -0.0001 accuracy 0.0005 max_gradient 6.1 max_trace 1 } #declare Box00 = box { <-0.4,-0.4,-0.4>,<0.4,0.4,0.4> translate <1,2,1> } #declare Box01 = box { <-0.4,-0.4,-0.4>,<0.4,0.4,0.4> rotate x*45 rotate y*-45 translate <-1.2,1.2,1.2> } #declare Cylinder00 = cylinder { <0,0,0>, <0,1.5,0>, 0.2 rotate x*45 rotate y*-45 translate <0,0,-2.2> } #declare Sphere00 = sphere { <2.2,0.5,0>, 0.4 } // Credit: Alex Kluchikov ukrainian_folk_dance http://news.povray.org/povray.binaries.scene-files // via Norbert Kern's materials collection. #declare Color_NK02780 = srgbft <0.09412,0.1765,0.03529,0,0>; #declare Color_NK02781 = srgbft <0.04314,0.07451,0.01569,0,0>; #declare Color_NK02782 = srgbft <0.2902,0.1882,0.01569,0,0>; #declare Color_NK02783 = srgbft <0.1059,0.07843,0.01569,0,0>; #declare Color_NK02784 = srgbft <0.8667,0.8549,0.1216,0,0>; #declare Color_NK02785 = srgbft <0.6196,0.6627,0.1216,0,0>; #declare ColorMap_NK0278a = color_map { [ 0.1 Color_NK02780 ] [ 0.9 Color_NK02781 ] } #declare Pigment_NK0278a = pigment { bozo scale 0.2 color_map { ColorMap_NK0278a } } #declare ColorMap_NK0278b = color_map { [ 0.1 Color_NK02782 ] [ 0.9 Color_NK02783 ] } #declare Pigment_NK0278b = pigment { bozo scale 0.2 color_map { ColorMap_NK0278b } } #declare PigmentMap_NK0278c = pigment_map { [ 0.35 Pigment_NK0278a ] [ 0.65 Pigment_NK0278b ] } #declare Pigment_NK0278c = pigment { bozo scale 0.2 pigment_map { PigmentMap_NK0278c } } #declare ColorMap_NK0278d = color_map { [ 0.25 Color_NK02784 ] [ 0.85 Color_NK02785 ] } #declare Pigment_NK0278d = pigment { agate agate_turb 0.5 scale 0.4 color_map { ColorMap_NK0278d } } #declare Normal_NK0278 = normal { granite 2 scale 0.05 } #declare Finish_NK0278 = finish { ambient srgb <0,0,0> diffuse 0.6 emission srgb <0,0,0> specular 0.35 roughness 0.04 } #declare Texture_NK0278c = texture { pigment { Pigment_NK0278c } finish { Finish_NK0278 } normal { Normal_NK0278 } } #declare Texture_NK0278d = texture { pigment { Pigment_NK0278d } finish { Finish_NK0278 } normal { Normal_NK0278 } } #declare TextureMap_NK0278 = texture_map { [ 0 Texture_NK0278d ] [ 1 Texture_NK0278c ] } #declare Texture_NK0278 = texture { wrinkles scale 0.1 texture_map { TextureMap_NK0278 } } #declare Interior_NK0278 = interior { ior 1.5 } #declare Material_NK0278 = material { texture { Texture_NK0278 } interior { Interior_NK0278 } scale 0.900 } #declare Obj00 = object { Iso00 material { Material_NK0278 } hollow } #declare ObjBox00 = object { Box00 material { Material_NK0278 } hollow } #declare ObjBox01 = object { Box01 material { Material_NK0278 } hollow } #declare ObjCyl00 = object { Cylinder00 material { Material_NK0278 } hollow } #declare ObjSph00 = object { Sphere00 material { Material_NK0278 } hollow } //--- sky_sphere { Sky_Sphere01 } camera { Camera00 } light_source { Light00 } object { PlaneX } object { PlaneY } object { PlaneZ } object { Obj00 } object { ObjBox00 } object { ObjBox01 } object { ObjCyl00 } object { ObjSph00 }