#include "colors.inc" #include "woods.inc" global_settings { assumed_gamma 2.3 } //#declare Glass= difference { union { intersection { superellipsoid { <1, 0.5> rotate 90*x translate 0.5*y scale <3.1,1.2,3.1> } union { cone { 0*y, 2.7, 0.3*y, 3 } cone { 1.2*y, 3, 1.5*y, 2.7 } intersection { plane { -y, 0.3 } plane { y, 1.5 } #declare i=0; #while (i<12) plane { x, 3 rotate y*30*i } #declare i=i+1; #end } } } cylinder { 1.5*y, 6*y, 2.7 } cylinder { 6*y, 7.2*y, 3 } torus { 2.7, 0.3 translate 6*y } torus { 2.85, 0.15 scale <1,0.5,1> translate 7.2*y } #declare j=-1; #while (j<9) #declare i=0; #while (i<20) superellipsoid { <0.25, 1.75> rotate 90*x rotate 45*y scale 0.3 scale <0.6,1,1> translate <2.68725,1.9+j*0.4,0> rotate i*18*y+9*mod(j,2)*y } #declare i=i+1; #end #declare j=j+1; #end } cylinder { 0.5*y, 7.3*y, 2.35 } cone { 6*y, 2.35, 7.200001*y, 2.7 } bounded_by { cylinder { 0, 7.2001*y, 3.001 } } texture { pigment { rgb <0.85,0.95,1> filter 0.95} finish { specular 0.25 roughness 0.0025 phong 0.35 phong_size 10 metallic 0.25 diffuse 0.1 ambient 0.9 } } interior { ior 1.45 fade_power 2 fade_distance 25} translate 0.0001*y } plane { y,0 texture{ T_Wood34 finish { diffuse 2 } scale 3 rotate <-1,40,0> translate 50 } } light_source { <100,45,-100> color White // area_light 20*x, 20*y, 3, 3 adaptive 0 spotlight point_at 0 radius 1 falloff 4 tightness 30 rotate 20*y } camera { location < 2, 15, -25> angle 30 right x look_at 3.6*y }