#version 3.1; global_settings{assumed_gamma 1.0} light_source{ <500,500,-500> color rgb <1,1,1> } camera{ location<15.0,10.0,-25> look_at<15.0,10.0,0.0> orthographic } #declare s=seed(7); //#declare Bend=240; #declare Tx=0; #declare Ty=0; #while (Ty<22) #while (Tx<31) #if (Ty=0 & Tx=30) #declare Bend=2400; #else #declare Bend=240; #end #declare A=vrotate(vaxis_rotate(<-0.25,0.25,0>,<1,1,0>,(pow((rand(s)-0.5),3)*Bend))+<-0.25,0.25,0>,<(pow((rand(s)-0.5),3)*Bend),(pow((rand(s)-0.5),3)*Bend),0>); #declare B=vrotate(<0,0.5,0>,<(pow((rand(s)-0.5),3)*Bend),0,0>); #declare C=vrotate(vaxis_rotate(<0.25,0.25, 0>,<1,-1, 0>,(pow((rand(s)-0.5),3)*Bend))+<0.25,0.25,0>,<(pow((rand(s)-0.5),3)*Bend),(pow((rand(s)-0.5),3)*Bend),0>); #declare D=vrotate(<-0.5,0,0>,<0,(pow((rand(s)-0.5),3)*Bend),0>); #declare E=<0,0,0>; #declare F=vrotate(<0.5,0,0>,<0,(pow((rand(s)-0.5),3)*Bend),0>); #declare G=vrotate(vaxis_rotate(<-0.25,-0.25,0>,<-1,1,0>,(pow((rand(s)-0.5),3)*Bend))+<-0.25,-0.25,0>,<(pow((rand(s)-0.5),3)*Bend),(pow((rand(s)-0.5),3)*Bend),0>); #declare H=vrotate(<0,-0.5,0>,<(pow((rand(s)-0.5),3)*Bend),0,0>); #declare I=vrotate(vaxis_rotate(<0.25,-0.25,0>,<-1,-1,0>,(pow((rand(s)-0.5),3)*Bend))+<0.25,-0.25,0>,<(pow((rand(s)-0.5),3)*Bend),(pow((rand(s)-0.5),3)*Bend),0>); #declare N1= vnormalize(vcross((A-B),(D-B))); #declare N2= vnormalize(vcross((B-E),(D-E))); #declare N3= vnormalize(vcross((B-E),(F-E))); #declare N4= vnormalize(vcross((B-C),(F-C))); #declare N5= vnormalize(vcross((H-G),(D-G))); #declare N6= vnormalize(vcross((D-E),(H-E))); #declare N7= vnormalize(vcross((H-E),(F-E))); #declare N8= vnormalize(vcross((I-H),(F-H))); #declare NA= N1; #declare NB=(N1+N2+N3+N4)/4; #declare NC= N4; #declare ND=(N1+N2+N5+N6)/4; #declare NE=(N2+N3+N6+N7)/4; #declare NF=(N3+N4+N7+N8)/4; #declare NG= N5; #declare NH=(N5+N6+N7+N8)/4; #declare NI= N8; mesh { smooth_triangle {A,NA, B,NB, D,ND} smooth_triangle {D,ND, B,NB, E,NE} smooth_triangle {E,NE, B,NB, F,NF} smooth_triangle {B,NB, C,NC, F,NF} smooth_triangle {D,ND, G,NG, H,NH} smooth_triangle {D,ND, H,NH, E,NE} smooth_triangle {E,NE, H,NH, F,NF} smooth_triangle {H,NH, I,NI, F,NF} scale <1,2,1> translate pigment {rgb 1} } #declare Tx=Tx+1; #end #declare Tx=0; #declare Ty=Ty+2; #end