#global_settings { max_trace_level 10 } #include "textures.inc" #include "macs.inc" #include "fonts.inc" #include "nsss.inc" #declare aVerts=array[8] { <-1,-1,-1>, < 1,-1,-1>, <-1, 1,-1>, < 1, 1,-1>, <-1,-1, 1>, < 1,-1, 1>, <-1, 1, 1>, < 1, 1, 1> } #declare aFaces=array[6][4] { { 0,1,3,2 }, { 0,1,5,4 }, { 0,2,6,4 }, { 4,5,7,6 }, { 2,3,7,6 }, { 1,3,7,5 } } #declare aTexts=array[6] { 0,1,2,3,4,5 } #declare aMaps=array[1][4] { { <0,0>,<0,1>,<1,1>,<1,0> }} #declare uTexts=array[6] { texture { uv_mapping pigment { wood translate .5 frequency 3 sine_wave color_map { [0 rgb 0][1 rgb 1]} } }, texture { pigment { rgb <1,.5,1> } }, texture { pigment { rgb <.5,1,1> } }, texture { pigment { rgb <.5,.5,1> } }, texture { pigment { rgb <.5,1,.5> } }, texture { pigment { rgb <1,.5,.5> } } } SSS_ImportBasicMesh(aVerts,aFaces) SSS_AssignTextures(aTexts) SSS_AddUVMapping(aMaps) #local rsA=seed(0); SSS_Subdivide() SSS_Roughen(rsA,.125*cos(clock*2*pi)) SSS_Roughen(rsA,.125*sin(clock*2*pi)) SSS_Subdivide() SSS_Roughen(rsA,.0625*cos(clock*4*pi)) SSS_Roughen(rsA,.0625*sin(clock*4*pi)) SSS_Subdivide() object { SSS_BuildTexturedSmoothMesh(uTexts) rotate x*160+y*45 } light_source { vrotate(x+z,-x*65)*10000 rgb 1 } camera { direction z*2.5 location <5,2,5> look_at 0 }