#include "colors.inc" #include "textures.inc" #include "metals.inc" light_source{<100,100,1000> color 20*White media_interaction off} light_source { <15,30,50> // light's position (translated below) color rgb 1.2*<.5,.5,1> // light's color spotlight // this kind of light source point_at <0, 0, 0> // direction of spotlight radius 2 // hotspot (inner, in degrees) tightness 30 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 15 // intensity falloff radius (outer, in degrees) point_at <0,-5,15> media_attenuation on } light_source { <15,-30,50> // light's position (translated below) color rgb 1.2*<.5,1,.5> // light's color spotlight // this kind of light source point_at <0, 0, 0> // direction of spotlight radius 2 // hotspot (inner, in degrees) tightness 30 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 15 // intensity falloff radius (outer, in degrees) point_at <0,-5,15> media_attenuation on } light_source { <-15,30,50> // light's position (translated below) color rgb 1.2*<1,.5,.5> // light's color spotlight // this kind of light source point_at <0, 0, 0> // direction of spotlight radius 2 // hotspot (inner, in degrees) tightness 30 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 15 // intensity falloff radius (outer, in degrees) point_at <0,-5,15> media_attenuation on } camera { location <0,3,10> up <0,1,0> right <4/3,0,0> look_at <0,3,50> } sphere {<0,0,0> 10000 texture {Blood_Sky scale 1000} hollow on} #declare row = 50; #declare col = 50; #declare counter_row = 0; #declare texture1 = texture{T_Chrome_1E} #declare Plane= union{ #while (counter_row < row) #declare counter_col = 0; #while (counter_col < col) box {<-1,0,-.95> <1,0.3,.95> texture {texture1} translate <2.5*counter_row-row ,0,3*counter_col>} #declare counter_col = counter_col+1 ; #end #declare counter_row = counter_row+1 ; #end } object {Plane} #declare texture1=texture{pigment{color 3*Blue}} object {Plane translate <0,10,0>} sphere {<0,0,0> 0.2 pigment {color Red}} media { scattering {2, rgb <.4,.3,.5> extinction .2} samples 1,50 intervals 20 ratio .8 confidence .9 variance 1/1000 }