#version 3.7; global_settings{ assumed_gamma 1.0 } #declare Trans= transform{ matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000, 0.000000, 1.000000, -0.000000, 0.000000, -0.000000, -3.620508> }; camera { perspective location <0,0,0> look_at <0,0,-1> right image_width/image_height*<-1, 0, 0> up <0, 1, 0> angle 49.134343 rotate <-26.440706, 46.691945, -0.000003> translate <7.481132, 5.343666, 6.507640> transform { Trans inverse } } #include "colors.inc" #include "woods.inc" #include "golds.inc" #include "metals.inc" light_source { <4.08,5.9,-1.01> color rgb<1, 1, 1> fade_distance 29.9999828339 fade_power 1 } light_source { -100*z, 1 transform { Trans inverse} } light_source { 100*y, 1 transform { Trans inverse}} light_source { 100*y-100*z, 1 transform { Trans inverse}} light_source { 100*y-100*x, 1 transform { Trans inverse}} //#declare Texture = texture { T_Wood5 rotate 90*x }; /* #declare Texture1s= texture { uv_mapping checker texture { pigment { Black } }, texture { pigment {Aquamarine}} scale <1/24,1/12,1> } #declare Texture1e= texture { uv_mapping checker texture { T_Gold_2C }, texture { pigment {Red}} scale <1/24,1/12,1> } #declare Texture2s= texture { uv_mapping checker texture { pigment { Black } }, texture { pigment {NavyBlue}} scale <1/24,1/12,1> } #declare Texture2e= texture { uv_mapping checker texture { T_Chrome_2C }, texture { pigment {Cyan}} scale <1/24,1/12,1> } #declare Texture3s= texture { uv_mapping checker texture { pigment { Black } }, texture { pigment {NavyBlue}} scale <1/24,1/12,1> } #declare Texture3e= texture { uv_mapping checker texture { T_Chrome_2C }, texture { pigment {Green}} scale <1/24,1/12,1> } #declare Texture = texture { uv_mapping gradient y texture_map{ [0.0 Texture2s ] [0.25 Texture2e ] [0.25 Texture1s ] [0.75 Texture1e ] [0.75 Texture3e ] [1.00 Texture3s ] } } */ #declare Texture = texture { checker texture { pigment { color blue 1 } } texture { pigment { color rgb <1,1,0> } } } #declare ORDER=2+clock; #declare DEN=8-ORDER; #declare OBJE= nurbs {ORDER,ORDER,7,7, #for(C,0,1,1) #for(B,1,ORDER-1,1) 0, #end #for(A,0,1,1/DEN) A, #end #for(B,1,ORDER-1,1) 1, #end #end <-4.1894,-5.4790,0.0000,1.0000> <-4.1894,-4.3181,2.0249,1.0000> <-4.1894,-2.8825,0.0000,1.0000> <-4.1894,-1.5000,0.0000,1.0000> <-4.1894,-0.5000,0.0000,1.0000> <-4.1894,0.5000,0.0000,1.0000> <-4.1894,1.5000,0.0000,1.0000> <-2.6808,-4.8585,0.6794,1.0000> <-2.6808,-4.3181,2.0249,1.0000> <-2.6808,-2.8825,0.0000,1.0000> <-2.6808,-1.5000,3.2519,1.0000> <-2.6808,-0.5000,0.0000,1.0000> <-2.6808,0.5000,0.0000,1.0000> <-2.6808,1.5000,3.2103,1.0000> <-1.5000,-5.4790,0.0000,1.0000> <-1.5000,-4.3181,2.0249,1.0000> <-1.5000,-2.8825,0.0000,1.0000> <-1.5000,-1.5000,0.0000,1.0000> <-1.5000,-0.5000,1.2319,1.0000> <-1.5000,0.5000,0.0000,1.0000> <-1.5000,1.5000,0.0000,1.0000> <-0.5000,-5.4790,0.0000,1.0000> <-0.5000,-4.3181,0.0000,1.0000> <-0.5000,-2.8825,1.7624,1.0000> <-0.5000,-1.5000,0.0000,1.0000> <-0.5000,-0.5000,1.0000,1.0000> <-0.5000,0.5000,1.0000,1.0000> <-0.5000,1.5000,0.0000,1.0000> <0.5000,-5.4790,0.0000,1.0000> <0.5000,-4.3181,0.0000,1.0000> <0.5000,-2.8825,0.0000,1.0000> <0.5000,-1.5000,1.1552,1.0000> <0.5000,-0.5000,1.0000,1.0000> <0.5000,0.5000,1.0000,1.0000> <0.5000,1.5000,0.0000,1.0000> <1.5000,-5.4790,1.9780,1.0000> <1.5000,-4.3181,0.0000,1.0000> <1.5000,-2.8825,1.7335,1.0000> <1.5000,-1.5000,0.0000,1.0000> <1.5000,-0.5000,0.0000,1.0000> <1.5000,0.5000,0.0000,1.0000> <1.5000,1.5000,1.5217,1.0000> <2.9668,-5.4790,-0.2469,1.0000> <2.9668,-4.3181,0.0000,1.0000> <2.9668,-2.8825,0.0000,1.0000> <2.9668,-1.5000,0.0000,1.0000> <2.9668,-0.5000,-2.9599,1.0000> <2.9668,0.5000,0.0000,1.0000> <2.9668,1.5000,0.0000,1.0000> }; #declare AV = uv_min(OBJE); #declare AW = uv_max(OBJE); #include "NurbsMesh.inc" #declare GRIDSIZE=48; #declare MESH=mesh{ UVMeshable(OBJE, GRIDSIZE, GRIDSIZE) texture { uv_mapping Texture scale <1/24, 1/24,1> } } //grid{MESH,0.015 texture {pigment {color rgb<1,0 1>}}} mesh{ UVMeshable(OBJE, GRIDSIZE, GRIDSIZE) texture { uv_mapping Texture scale <1/24, 1/24,1> } } #macro DRAW( P, R, T, N) sphere{ P, R texture { T } } cone { P, R*2/3, P+N/3, 0 texture { T } } #end #for(i,0.1, 1, 0.3) #declare MID = ; #declare MIDU = ; #declare MIDV = <0, MID.v>; #declare RADI = 0.1; DRAW ( uv_vertex( OBJE, MID.u,MID.v ), RADI, texture { pigment { color rgb 1 } }, uv_normal( OBJE, MID.u,MID.v ) ) DRAW ( uv_vertex( OBJE, MIDU.u,MIDU.v ), RADI, texture { pigment { color red 1 } } , uv_normal( OBJE, MIDU.u,MIDU.v ) ) DRAW ( uv_vertex( OBJE, MIDV.u,MIDV.v ), RADI , texture { pigment { color green 1 } }, uv_normal( OBJE, MIDV.u,MIDV.v ) ) #end #for(i,0.1, 0.9, 0.1) #declare MID = ; #declare MIDU = ; #declare MIDV = <1, MID.v>; #declare RADI = 0.1; DRAW ( uv_vertex( OBJE, MID.u,MID.v ), RADI, texture { pigment { color rgb 0.25 } }, uv_normal( OBJE, MID.u,MID.v ) ) DRAW ( uv_vertex( OBJE, MIDU.u,MIDU.v ), RADI, texture { pigment { color rgb <0,1, 1> } } , uv_normal( OBJE, MIDU.u,MIDU.v ) ) DRAW ( uv_vertex( OBJE, MIDV.u,MIDV.v ), RADI , texture { pigment { color rgb <1,0,1> } }, uv_normal( OBJE, MIDV.u,MIDV.v ) ) #end