#declare cb_tex= texture { pigment { color rgb <1, 0.5, 0> } finish { ambient 0.2 diffuse 0.8 brilliance 0.5 roughness 0.05 specular 1 } } #declare cb= box { <-1, -1, -1> <1, 1, 1> rotate y*45 } light_source { <10000, 40000, -5000> color rgb 1 } camera { location <0, 5, -10> look_at 0 angle 40 } object { cb } #declare a=0; #declare ve=<0, 0, 0>; #while (a<8) #declare d1=sqrt(2); #switch (a) #range (0, 3) #declare ve=; #break #range (4, 7) #declare ve=; #break #end object { cb scale 1/2.5 translate ve } #declare b=0; #while (b<8) #declare d2=d1/2.5; #switch (b) #range (0, 3) #declare vf=ve+; #break #range (4, 7) #declare vf=ve+; #break #end object { cb scale 1/pow (2.5, 2) translate vf } #declare c=0; #while (c<8) #declare d3=d2/2.5; #switch (c) #range (0, 3) #declare vg=vf+; #break #range (4, 7) #declare vg=vf+; #break #end object { cb scale 1/pow (2.5, 3) translate vg } #declare d=0; #while (d<8) #declare d4=d3/2.5; #switch (d) #range (0, 3) #declare vh=vg+; #break #range (4, 7) #declare vh=vg+; #break #end object { cb scale 1/pow (2.5, 4) translate vh } #declare e=0; #while (e<4) #declare d5=d4/2.5; #switch (e) #range (0, 3) #declare vi=vh+; #break #range (4, 7) #declare vi=vh+; #break #end object { cb scale pow(2.5, 5) translate vi } #declare e=e+1; #end #declare d=d+1; #end #declare c=c+1; #end #declare b=b+1; #end #declare a=a+1; #end