#version 3.8; global_settings { assumed_gamma 1 } #declare Grey50 = srgb <0.5,0.5,0.5>; background { Grey50 * 0.1 } #declare Camera00 = camera { perspective location <3,3,-3.001>*0.75 sky y angle 35 right x*(image_width/image_height) look_at <0,0,0> } #declare White = srgb <1,1,1>; #declare Light00 = light_source { <50,150,-250>, White } #declare Red = srgb <1,0,0>; #declare CylinderX = cylinder { -1*x, 1*x, 0.01 pigment { Red } } #declare Green = srgb <0,1,0>; #declare CylinderY = cylinder { -1*y, 1*y, 0.01 pigment { Green } } #declare Blue = srgb <0,0,1>; #declare CylinderZ = cylinder { -1*z, 1*z, 0.01 pigment { Blue } } #declare Sphere00 = sphere { 0, 1 } #declare Disc00 = disc { 0, y, 0.15, 0.05 texture { pigment { Red } } interior_texture { pigment { Blue } } } #declare Polygon00 = polygon { 10, <-0.15, -0.15>, <-0.15, +0.15>, <+0.15, +0.15>, <+0.15, -0.15>, <-0.15, -0.15> <-0.05, -0.05>, <-0.05, +0.05>, <+0.05, +0.05>, <+0.05, -0.05>, <-0.05, -0.05> texture { pigment { Red } } interior_texture { pigment { Blue } } rotate x*+90 } #declare IntrDisc00 = intersection { object {Disc00 translate y*0.5} object {Sphere00} } #declare IntrDisc01 = intersection { object {Disc00 inverse translate y*0.5} object {Sphere00} } #declare IntrDisc01a = intersection { object {Disc00 translate y*0.99} object {Sphere00} } #declare IntrDisc02 = intersection { object {Disc00 translate y*1.00} object {Sphere00} } #declare IntrDisc03 = intersection { object {Disc00 translate y*1.1} object {Sphere00} } #declare IntrPgon00 = intersection { object {Polygon00 translate y*0.5} object {Sphere00} } #declare IntrPgon01 = intersection { object {Polygon00 inverse translate y*0.5} object {Sphere00} } #declare IntrPgon01a = intersection { object {Polygon00 translate y*0.99} object {Sphere00} } #declare IntrPgon02 = intersection { object {Polygon00 translate y*1.00} object {Sphere00} } #declare IntrPgon03 = intersection { object {Polygon00 translate y*1.1} object {Sphere00} } //--- scene --- camera { Camera00 } light_source { Light00 } object { CylinderX } object { CylinderY } object { CylinderZ } //object { Sphere00 } // Reference //object { Disc00 } // Reference //object { Polygon00 } // Reference #if (frame_number = 1) object { IntrDisc00 } #end // Fails #if (frame_number = 2) object { IntrDisc01 } #end // Works #if (frame_number = 3) object { IntrDisc01a} #end // Fails #if (frame_number = 4) object { IntrDisc02 } #end // Fails #if (frame_number = 5) object { IntrDisc03 } #end // Works #if (frame_number = 6) object { IntrPgon00 } #end // Works #if (frame_number = 7) object { IntrPgon01 } #end // Works #if (frame_number = 8) object { IntrPgon01a} #end // Works #if (frame_number = 9) object { IntrPgon02 } #end // Works #if (frame_number = 10) object { IntrPgon03 } #end // Works