background { color rgb < .2, .7, .5 > } #declare Plastic = finish { ambient 0.2 diffuse 0.7 reflection 0.0 brilliance 1.0 phong 0.3 phong_size 50 specular 0.0 } #declare _Threshold = 0.55 #declare H_Atom_Strength = 1.0 #declare C_Atom_Strength = 1.0 #declare O_Atom_Strength = 1.0 #declare H_Atom_Colour = color rgb <0.8, 0.8, 0.8> #declare C_Atom_Colour = color rgb <0.3, 0.3, 0.3> #declare O_Atom_Colour = color rgb <0.8, 0.2, 0.2> #declare A_R_F = 0.68 #declare H_Atom_Radius = A_R_F*1.0 #declare C_Atom_Radius = A_R_F*1.7 #declare O_Atom_Radius = A_R_F*1.52 // hollow glas like vdw surface // #declare _F_VDW = finish { ambient 0 diffuse 0.02 reflection 0.04 refraction 1 ior 1.003 phong 0.3 phong_size 60 } #declare _T_VDW = texture { pigment { color rgbf <1.0, 1.0, 1.0, 1.0> } finish { _F_VDW } } #declare _VDW_Scale = 1.0 #declare C_VDW_Radius = _VDW_Scale*1.7 #declare H_VDW_Radius = _VDW_Scale*1.0 camera{ location <0,1.25,-7> look_at <0, 1.25, 0> } light_source { <-8, 20, -12> color rgb < 1, 1, 1 > } light_source { <0,1.25,-5> color rgb < 0.8, 0.8, 0.8 > } blob { threshold _Threshold sphere { <-.5, 2.5, 0.> C_Atom_Radius C_Atom_Strength texture { pigment { color C_Atom_Colour } finish { Plastic } } } sphere { <.5, 2.5, 0.> H_Atom_Radius H_Atom_Strength texture { pigment { color H_Atom_Colour } finish { Plastic } } } hollow } union { blob { threshold _Threshold sphere { <-.5, -0., 0.> C_Atom_Radius C_Atom_Strength texture { pigment { color C_Atom_Colour } finish { Plastic } } } sphere { <.5, 0., 0.> H_Atom_Radius H_Atom_Strength texture { pigment { color H_Atom_Colour } finish { Plastic } } } hollow } merge { sphere { <-0.5, 0., 0.> C_VDW_Radius } sphere { <0.5, 0., 0.> C_VDW_Radius } texture { _T_VDW } hollow } }