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![](/i/fill.gif) |
I hope this does what you want. I didn't make it super-smooth because I
figured you wanted a little graininess.
camera {
right x*image_width/image_height
location <-80.0, 180.0, 25.0>
look_at <-120.0, 120.0, 160.5>
}
light_source { <0, 0, 0>
color 1
area_light <2, 0, 0>, <0, 2, 0>, 20, 20
adaptive 1
jitter
circular
orient
translate <0, 250, 100>
photons{refraction on reflection on}
}
difference
{
box {-1000,1000}
box {-999,999}
pigment {rgb 1}
}
#declare Metal =
texture
{
pigment
{
rgb <0.39, 0.41, 0.43>
quick_color rgb 0.5
}
finish
{
diffuse 0.8 brilliance 5
specular 0.80 roughness 0.01
metallic on
reflection {0.65 metallic}
}
}
#declare BlurredMetal =
texture
{
average
texture_map
{
#declare I = 0;
#declare S = seed(7);
#while (I<50)
[1
Metal
normal
{
bumps scale 0.1 triangle_wave bump_size 0.125
translate <rand(S),rand(S),rand(S)>*0.2
}
]
#declare I = I + 1;
#end
}
}
plane {y, 89.5 texture {BlurredMetal}}
sphere {y*109.5,20 pigment {red 1} translate <-120,0,160.5>}
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![](/i/fill.gif) |