// Persistence Of Vision 3.0 template. #version 3.0 global_settings { assumed_gamma 2.2 } camera { location <0, 2.25, 0> // location <0, 8, 0> direction <0, 0, 1> right <1.333333,0,0> look_at 0 // look_at <0, 0, 5> } light_source { <100, 100, -100> color rgb 1 } #declare TextureVersion=2 #declare T_FlatSlab= texture { pigment { color rgb <0.85,0.75,0.6> } normal { bumps 0.5 #switch(TextureVersion) #case(1) scale 0.01 #break #case(2) scale 0.0001 #break #end } } #declare T_WrinklySlab= texture { pigment { color rgb <0.9,0.8,0.6> } normal { gradient z slope_map { [0 <0,-1>] [0.5 <-0.1,-1>] [1 <-0.1,-1>] } turbulence 0.5 scale <1,1,0.75> } } #declare T_Slime= texture { pigment { gradient z colour_map { #switch(TextureVersion) #case(1) [0 color rgbf 1 ] [1 color rgbf <0.25,0.4,0.25,0.75> ] #break #case(2) [0 color rgbf 1 ] [0.8 color rgbf <0.25,0.4,0.25,0.75> ] [0.99 color rgbf <0.25,0.4,0.25,0.75> ] [1 color rgbf 1 ] #break #end } #switch(TextureVersion) #case(1) turbulence 0.75 #break #case(2) turbulence 0.5 #break #end scale <1,1,0.75> } } #declare T_SlimeyFlatSlab= texture { T_FlatSlab } texture { T_Slime } #declare T_SlimeyWrinklySlab= texture { T_WrinklySlab } texture { T_Slime } #declare T_Slab= texture { bozo texture_map { [0 T_FlatSlab] [0.25 T_SlimeyFlatSlab] [0.5 T_SlimeyWrinklySlab] [0.75 T_WrinklySlab] [1 T_FlatSlab] } } #declare R1=seed(0) //#declare a=0 //#while(a<10) // #declare b=-3 // #while(b<4) object { box { <-0.999,-0.1,-0.999> <0.999,0.1,0.999> } texture { T_Slab translate rotate y*rand(R1)*360 } rotate x*(rand(R1)-0.5) rotate z*(rand(R1)-0.5) // translate } // #declare b=b+1 // #end // #declare a=a+1 //#end