// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" camera { location <0.0 , 2.0 ,-7.50> look_at <0.0 , 0.0 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-20, 10, -20> } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0*0.65 // light's color // nLightsWide mLightsHigh area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 3, 3 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light translate <-10, 60, -20> // position of light } #declare Sinus = function{sin(x)-z} sky_sphere{S_Cloud2 rotate<0, 50, 0>} plane{y, -4.3 pigment{ rgb<0.3, 0.85, 0.1>} } cylinder{<0, -10, 0>, <0, 10, 0>, 7 open hollow inverse no_shadow clipped_by{plane{-z, 0}} pigment{ rgb <0.7, 0.7, 0.9>} normal {wrinkles 0.4} finish {specular 0.3 roughness 0.5 reflection 0.2} } #declare LEO = function{ pigment{leopard color_map{ [0 rgb 0] [1 rgb 1]} sine_wave } } #declare CON = function{x^2+z^2-(y-3)^2+3} isosurface{ function{CON((x+0.1*LEO(1.5*x, 1, 1.5*z)), y, (z+0.1*LEO(1.5*x, 1, 1.5*z)))-1.35*abs(LEO(3.5*x, 0.2*noise3d(8*x, 1, 8*z), 4.5*z))} threshold 0.01 accuracy 0.01 max_gradient 100 bounded_by{box{-4, 4}} hollow pigment{ rgbf <1, 0.9, 0.7, 0.65>} finish{specular 0.35 roughness 0.007} interior {ior 1.075} scale<1.2, 1.5, 1.2>} #declare POV = text{ttf "C:\windows\fonts\arial.ttf" "PoV-" 0.5, 0} #declare RAY = text{ttf "C:\windows\fonts\arial.ttf" "Ray" 0.5, 0} #declare Xdiff = max_extent(POV) - max_extent(RAY); #declare Yshift = max_extent(RAY); #declare POVRAY = union{ object{POV translate <-Xdiff.x/2, Yshift.y+0.25, 0>} object{RAY} } object{POVRAY translate -max_extent(POVRAY)/2 scale 1.4 rotate <15, 0, 0> translate <0, -0.5, -0.5> pigment{gradient x+y color_map{ [0 rgb <0.9, 0.2, 0.1>] [0.5 rgb <0.7, 0.9, 0.1>] [1 rgb <0.9, 0.2, 0.1>]} scale 2 translate (x+y)} finish {ambient 0.65} }