// Ice or Water-Pov by IkA. #include "colors.inc" #include "woods.inc" global_settings { assumed_gamma 1.3 max_trace_level 5 //photons { spacing 0.03 } } camera { location <09.0, -0.3,-01.5> direction 1.5*z right x*image_width/image_height look_at <07.0, 0.0,5.0> angle 95 } sky_sphere { pigment { gradient y color_map { [0.1 rgb <0.9,0.9,1.0>] [0.9 rgb <0.2,0.2,0.9>] } } } light_source { <0, 0, 0> color rgb <1, 1, 1> translate < 0, 10 , 0> } #declare Color = material { texture { pigment { color rgbf <1.0,1.0,1.0,0.8> } finish{ diffuse 0.0 ambient 0.0 specular 1.0 phong 1.0 phong_size 2500 roughness 0.0001 reflection { 0.15 } } normal { agate 0.3 scale 1.3 } } interior { ior 1.2 } } plane { y, -1 texture { pigment { checker White Black scale 1.5} finish { reflection 0.1 specular 1 phong 1 phong_size 1500 roughness 0.0005} } normal { agate 0.5 scale 0.6 } } #declare Sd = seed(123); blob { threshold 0.6 #declare CountZ=0; #declare CountZEnd=20; #while (CountZ, rand(Sd)*1.5,1 // photons { target 1 reflection on refraction on } scale <0,0.3,0> translate <0,-1.025,0> } #declare CountX=CountX+1; #end #declare CountZ=CountZ+1; #end material { Color } } sphere { <7,0,2>,1 material { Color } } cylinder { <4,-1,2.5>,<4,1.3,2.5>,0.5 material { Color } } cone { <10,-1,2.5>,1,<10,1.2,2.5>,0 material { Color } }