// set a color of the background (sky) background { color rgb <0.5, 0.7, 1> } camera { location <0.0, 2.0, -20.0> look_at <0.0, 0.0, 1.0> right x*image_width/image_height } // create a regular point light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color translate <0, 10, -20> } // create a isosurface object - the equipotential surface // of a 3D math function f(x, y, z) #declare fn_X = function(x,y,z,tau) { 8*(x^2-tau^4*y^2)*(y^2-tau^4*z^2)*(z^2-tau^4*x^2)*(x^4+y^4+z^4-2*(x^2*y^2+y^2*z^2+z^2*x^2))+(3+5*tau)*(x^2+y^2+z^2-1)^2*(x^2+y^2+z^2-(2-tau))^2 } isosurface { function { fn_X(x, y, z,(1+sqrt(5))/2) } // alternative declared function contained_by { sphere { 0, 3 } } // container shape accuracy 0.001 // accuracy of calculation [0.001] max_gradient 3445031.481 // maximum gradient the function can have [1.1] // evaluate 1, 1.2, 0.99 // evaluate the maximum gradient open material { texture { pigment { color rgb <0.2, 0.7, 0.2> } finish { ambient 0.3 // ambient surface reflection color [0.1] diffuse 0.6 // amount [0.6] phong 0.5 // amount [0.0] phong_size 40 // (1.0..250+) (dull->highly polished) [40] reflection { //0.0 // minimal reflection value (for variable reflection) 1.0 // reflection amount (maximum for variable reflection) fresnel on // realistic variable reflection falloff 1.0 // falloff exponent for variable reflection exponent 1.0 // influence surface reflection characteristic metallic 1.0 // tint reflection in surface color } } } } rotate y*30 scale 3 }