//Scene file copyright Andrew Cocker //You'll need Chris Colefax's Lens Effects include file #include "colors.inc" #include "textures.inc" // camera camera { location <0,-1.2,-2.5> direction 0.75*z up y right 4/3*x look_at <0,-0.3,0> aperture .1 focal_point <0, 0, 0> blur_samples 300 confidence .999999 variance 1/500 } // // lights light_source { 0*x rgb <1,1,1> translate <10,10,-10> } // modified from Gilles Tran's City.inc fog {fog_type 2 rgb .4 distance 50 fog_alt 2 turbulence 1} sky_sphere {pigment {gradient y pigment_map { [0 rgb 1] [.1 wrinkles color_map {[.5 rgb 1] [.7 rgb .5]} scale .1] [.15 wrinkles color_map {[.1 rgb 1] [.4 rgb .6]} scale .1] [.25 rgb .7]}}} //textures // #declare Single_Curve= union { #declare r=0.01; #declare A=10; // number of rods #declare Count=0; #while (Count<=A) #declare Horiz=Count; #declare Vert=A-Count; cylinder {,<0,Vert/A,0>,r } #declare Count=Count+1; #end } #declare Twelve_Curve= union { object {Single_Curve} object {Single_Curve rotate y*90} object {Single_Curve rotate y*180} object {Single_Curve rotate y*270} object {Single_Curve rotate x*180} object {Single_Curve rotate x*180 rotate y*90} object {Single_Curve rotate x*180 rotate y*180} object {Single_Curve rotate x*180 rotate y*270} object {Single_Curve rotate x*-90} object {Single_Curve rotate x*-90 rotate y*90} object {Single_Curve rotate x*-90 rotate y*180} object {Single_Curve rotate x*-90 rotate y*270} } #declare End_Cone= cone {,0.01 <(A/10)+0.1,0,0>,r*0.35} #declare Big_Curve= union { object {Twelve_Curve} object {Twelve_Curve scale .35 translate x*1.35} object {Twelve_Curve scale .35 translate x*-1.35} object {Twelve_Curve scale .35 translate z*1.35} object {Twelve_Curve scale .35 translate z*-1.35} object {Twelve_Curve scale .35 translate y*1.35} object {Twelve_Curve scale .35 translate y*-1.35} object {End_Cone} object {End_Cone rotate y*90} object {End_Cone rotate y*180} object {End_Cone rotate y*270} object {End_Cone rotate z*90} object {End_Cone rotate z*-90} } object {Big_Curve texture {pigment {rgb <1,.4,0>}finish {Dull}} rotate <20,30,20>} plane {y,-1.6 hollow texture { pigment {Tan} finish { crand .3 ambient .4} normal {crackle 1 scale .1 turbulence .5} }} #declare Tex1= texture { pigment { rgb <.8,.7,.6> } normal { wrinkles .25 turbulence .1} finish {Dull} scale <80,4,80> scale .001 } #declare Tex2= texture { pigment {Tan} finish { crand .3 ambient .4} normal {crackle 1 scale .1 turbulence .5} scale <1,.02,1> } union { box {<-.2,-1.6,-.2>,<2,95,.2> translate <2,0,2>} box {<-2,-1.6,-2>,<.2,95,.2> translate <-14,0,26>} box {<-4,-1.6,-4>,<.2,95,.2> translate <12,0,84>} texture { gradient y turbulence 0.005 texture_map { [0 Tex2] [0.01 Tex1] [0.01 Tex1] [1 Tex1] } scale <1,100,1> translate y*-1.6} } //The lens flare #declare camera_location = < 0, -1.2, -2.5> ; #declare camera_look_at = < 0, -0.3, 0> ; #declare effect_location = <0,-.25,-.5>; #declare effect_type="Camera2" #declare options_only = true; #include "Lens.inc" #declare effect_scale=0.55; #declare effect_always_on_top=false; #declare spots_contract_to_centre=true; #declare spots_type=0; #include "LnsEfcts.inc"