#include "colors.inc" #include "macros.inc" #include "metals.inc" #include "textures.inc" // ---------------------------------------------- The basic scene junk ------------------------------------------ #version unofficial megapov 0.4; camera { location <0,0,-8.5> look_at <0,0,0> /*angle 84*/ } //light_source { <-400,200,-400> Gray80 } //light_source { <400,400,-400> Gray80 } light_source { <150,250,-500> White*1.4 } background { color Gray70 } // ------------------------------------------------------- Ring ------------------------------------------------- #declare ctr = 0; #while (ctr<=1) sphere { <5.5,0,0>,(.3667+.7334*ctr)*.9 rotate -330*ctr*z scale <1,2/3,1>*.85 pigment { color rgb*.9 } finish { specular .9 roughness .003 } } #declare ctr=ctr+1/1000; #end // --------------------------------------------------- Iris colors ---------------------------------------------- #declare IrisB = array[09]{RichBlue ,RichBlue ,MediumBlue ,DarkSlateBlue ,MidnightBlue ,MidnightBlue ,SteelBlue ,SteelBlue ,SteelBlue } // -------------------------------------------------- Iris pigment ---------------------------------------------- #declare step=250; #declare Rnd=seed(0); #declare Iris_B = pigment { radial color_map { [0.0 IrisB[0]] #declare ctr=1; #while (ctr; #declare tot=0; #declare ctr2=0; #while (ctr2,<0,1.1,0>,2.1 } cylinder { <0,-1.1,-3>,<0,-1.1,.1>,2.1 } } sphere { 0,2.01 } texture { T_Brass_2A } //finish { reflection .05 } normal { average normal_map { [1 crackle .9 scale .3 slope_map { [0.0,<-.5,1>][0.2,<.5,.4>][0.5 <.4,-.1>][1.0 <.4,0>] }] [0.5 bumps .4 scale .01] [0.5 bumps .4 scale .03] } } } sphere { 0,2 texture { gradient z texture_map { [0.000 pigment { crackle color_map { [0.0 Red][0.02 Red][0.04 rgb<.9,.82,.8>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.750 pigment { crackle color_map { [0.0 Red][0.02 Red][0.04 rgb<.95,.94,.93>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.840 pigment { crackle color_map { [0.0 Red][0.015 Red][0.035 rgb<.9,.82,.8>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.910 pigment { crackle color_map { [0.0 Red][0.00 Red][0.01 rgb<.94,.85,.85>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.930 pigment { crackle color_map { [0.0 rgb<.94,.85,.85>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.940 pigment { crackle color_map { [0.0 rgb<.94,.85,.85>][1.0 rgb<.95,.94,.93>] } turbulence .9 scale .15 } finish { specular .9 roughness .004 reflection .1 } ] [0.950 pigment { Iris_B } finish { specular .8 roughness .004 metallic reflection .05 } normal { average normal_map { [1 radial .2 slope_map { [0.0 <-.5,0>][0.25 <0,1>][0.5 <.5,0>][0.75 <0,-1>] [1.0 <-.5,0>] } frequency 100 sine_wave][1 bumps .4 scale .02] } } rotate 90*x ] [0.984 pigment { Iris_B } finish { specular .8 roughness .004 metallic reflection .05 } normal { average normal_map { [1 radial .2 slope_map { [0.0 <-.5,0>][0.25 <0,1>][0.5 <.5,0>][0.75 <0,-1>] [1.0 <-.5,0>] } frequency 100 sine_wave][1 bumps .4 scale .02] } } rotate 90*x ] [0.986 pigment { color Black } finish { reflection .8 } ] [1.000 pigment { color Black } finish { reflection .8 } ] } scale 4.02*<1,1,-1> translate 2.01*z } } } // -------------------------------------------------- Fire texture ---------------------------------------------- #declare Fire = texture { pigment { gradient y color_map { [0.00 rgb<1,.8,0>*.8] [0.40 rgb<1,.65,0>*.8] [0.46 rgb<1,.4,0>*.8] [0.51 rgb<1,0,0>*.8] [0.57 rgb<.4,.4,.4>*.8] [0.70 rgb<.7,.7,.7>*.8] [1.00 rgb<0,0,0>*.8] } turbulence <.2,.4,.2> octaves 7 lambda 3.2 omega .5 //scale <150,200,150> //translate -80*y } finish { ambient 1 diffuse 0 } } // -------------------------------------------------- Fire cylinders -------------------------------------------- merge { cylinder { <0,-41,0>,<0,41,0>,30 } cylinder { <-7,-41,9>,<7,41,9>,30 } cylinder { <-7,-41,9>,<7,41,9>,30 } hollow no_shadow no_image texture { Fire scale <150,200,150> translate -85*y rotate 290*y } translate -30*z }