#include "colors.inc" #include "metals.inc" #include "stones.inc" #include "woods.inc" // no default radiosity //global_settings { ambient_light Black } //background { Blue } plane { y,0 texture { T_Wood1 } scale 4} plane { x, -30 texture { brick texture { pigment { Black } } , texture { T_Stone8 } mortar 0.5 brick_size <1,1,2>*5 } } plane { z, 30 texture { brick texture { pigment { Black } } , texture { T_Stone8 } mortar 0.5 brick_size <2,1,1>*5 } } //light_source { <20,10,-5> color White } //light_source { <-20,20,-5> color White } //camera { location <20,10,-25> look_at <0,0,0> } camera { location <20,10,-25>*0.4 look_at <0,2.5,0> } //////////////////////////////////////////////// #declare Scale= difference { prism { linear_sweep linear_spline 0,0.5 7, <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0> rotate <-90,0,0> } union { sphere { 0 1 scale <1.25, 5, 0.95> translate <-1,5,-1> } sphere { 0 1 scale <1.25, 5, 0.95> translate <+1,5,-1> } } box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> } } //////////////////////////////////////////////// #declare Paw= difference { union { sphere { 0, 1 } sphere { 0 0.3 translate < sqrt(2),0, sqrt(2)>/2} sphere { 0 0.3 translate <-sqrt(2),0, sqrt(2)>/2} sphere { 0 0.3 translate < sqrt(2),0,-sqrt(2)>/2} sphere { 0 0.3 translate <-sqrt(2),0,-sqrt(2)>/2} sphere { 0 0.3 translate <0,0,-1> } } box{ <-2,-1,-2>, <2,0,2> } } //////////////////////////////////////////////////////////////// // body //#declare HogTexture = texture { pigment { Green } } #declare HogTexture = texture { T_Silver_5E finish { irid { 0.35 thickness .5 turbulence .5}} } #declare EyesTexture = texture { pigment { Red } } #declare rayon = 5 // pattes object { Paw translate < sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }} object { Paw translate < -sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }} object { Paw translate < sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }} object { Paw translate < -sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }} // body difference { sphere {0,rayon} box { <-rayon-0.1,-rayon-0.1,-rayon-0.1> } texture { HogTexture } } // Face difference { cone { <0,2,-rayon+2> 2.9 <0,1,-rayon-3> 0 scale <1,0.75,1> } box { <-1,0,-rayon-3> <1,3,-rayon-2+0.5> } texture { HogTexture } } // eyes sphere { 0, 0.3 texture { EyesTexture } translate <-0.75,2.25,-rayon-0.5> } sphere { 0, 0.3 texture { EyesTexture } translate <+0.75,2.25,-rayon-0.5> } //////////////////////////////////////////////////////////////// // scales #declare dapos = 15; #declare dzpos = 0.5; #declare c = 1; #declare zpos = -rayon +0.5; #while (zpos < rayon) #if (c=1) #declare apos = -90+7.5; #declare lpos = +90-7.5; #declare c=0; #else #declare apos = -75; #declare lpos = 75; #declare c=1; #end #while (apos<90) object { Scale scale 0.5 rotate <15,0,0> // tilt translate <0, sqrt(pow(rayon,2)-pow(zpos,2)), zpos> // translate rotate <0,0,apos> // rotate around main axis translate <0,0.5,0> texture { HogTexture } } #declare apos = apos+dapos; #end // apos #declare zpos = zpos + dzpos; #end // zpos //////////////////////////////////////////////////////////////// // autre cochonneries dans le decor object { #declare LampColor= White; #declare LampGranularity=2; #include "..\OtherIncludes\Table_lamp.inc" scale 8 translate <-10,0,-10> } /* object { #declare ComputerScreenDisplay = "c:/user/testdata/images/screenshots/desktop7.tga" #declare ComputerScreenRadiance = 5; #declare ComputerScreenAngle = 10; #include "..\otherIncludes\ComputerScreen.inc" scale 16 rotate <0,11,0> //translate <1.5,0,-1> translate <15,0,15> } #include "..\otherIncludes\keyboard.inc" object { Keyboard scale 12 rotate <0,-12,0> translate <20,0,-15> } */