#version 3.7; #include "colors.inc" #include "metals.inc" #include "glass.inc" #include "textures.inc" #include "math.inc" // In this file, units are kilometers //-------------------------------------------------------------------------- global_settings { assumed_gamma 1.0 ambient_light 0 max_trace_level 20 } default { finish { ambient 0 } } //-------------------------------------------------------------------------- // Sun light_source { <2e3, .5e3, 7e3>, 1 parallel } #declare rfeature = 125 / 100e3 / 16; // 125 meter main feature size #declare bmissile = normal { bump_map { png "robo-missiles.png" bump_size 3e-3 *5 } no_bump_scale }; #declare bbfr = normal { bump_map { png "robo-bfr.png" bump_size 8e-3 *5 } no_bump_scale }; #declare missiles = normal { bmissile scale no_bump_scale }; #declare bfrs = normal { bbfr scale no_bump_scale }; #declare moon_finish = finish { brilliance 0.1 //reflection 0.3 diffuse 0.25 metallic //reflection { 0.3 metallic } }; #declare moon_texture = texture { pigment { color srgb <0.55 0.60 0.65> } finish { moon_finish } }; #declare pmain = texture { moon_texture normal { bmissile//missiles } }; #declare pbfr = texture { moon_texture normal { bbfr//bfrs } }; #declare tmoon = texture { cells texture_map { [ 0.0 pbfr ] [ 0.4 pbfr ] [ 0.4 pmain ] [ 1.0 pmain ] } scale no_bump_scale warp {spherical} } #undef tmoon #declare tmoon = texture { pbfr scale no_bump_scale warp {spherical} } #declare moonobj = sphere { <0, 0, 0>, 50 // 100 km diameter rotate <0, 0, 180> translate <-300, 0, 0> } // Robo-moon object { moonobj texture { tmoon } } cylinder { <-249.98,0,0>, <-251,0,0>, 10e-3 texture { pigment {color Red} finish { ambient 1 } } no_shadow } // declares position and view direction #declare cam_sky = z; #declare cam_angle = 55; #declare taj_location = <-250.2, 0.01, -0.04>; #declare taj_location = <-249.2, 0.1, 0.03>; //#declare taj_location = <-248, 0.1, 0.03>; //#declare taj_location = <-245, 0.5, 0.03>; //#declare taj_location = <-235, 0.5, 0.03>; #declare cam_location = <0, -50000, 130000>; #declare cam_look_at = taj_location; #declare cam_location = <-249.2, 0.1, 0.03>; #declare cam_offset = <0.1, 0.04, 0.02>*3; //#declare cam_offset = <1, 0.04, 0.02>*2; #declare cam_location = taj_location + cam_offset; //#declare cam_location = <-240, 0.1, 0.03>; //#declare cam_location = <-200, 0.1, 0.03>; camera { up z right x * (-image_width / image_height) location cam_location look_at cam_look_at sky cam_sky angle cam_angle }