light_source{<-0,1000,-100> color rgb 1.*<0.8,0.8,1>} light_source{<-200,300,500> color red 0.2} light_source{<200,300,-50> color green 0.2} #include "functions.inc" #include "glass.inc" #include "consts.inc" #include "metals.inc" background{rgb 1} //global_settings { max_trace_level 20 } //fog {distance 200 color rgb <0.2,0.3,1>} plane {y,-22 pigment{checker rgb 0 rgb 1 scale 50}} camera { location < 0, 115,-215> look_at < 1, 0.5, 0> } //cylinder{0, 1000*y, 20 } #declare RRR=seed(160823); //#declare n1=0.25;n*1.5/25-0.25,<(rand(RRR)-0.5)*10,(rand(RRR)-0.5)*10,(rand(RRR)-0.5)*10> //#declare splinepoints=50; #declare Norm=<0,0,0>; #declare numarraypoints=1000; #declare POINTS=array[numarraypoints+3]; #declare RADIUS=array[numarraypoints+3]; #declare UUU=3; #declare n=0; #while(n)+(n/numarraypoints)*1000*y; #declare POINTS[n]=vaxis_rotate(80*(1-n/numarraypoints)*x, y, UUU*360*n/numarraypoints)+(n/numarraypoints)*100*y; #declare RADIUS[n]= 1+8*(numarraypoints-n)/numarraypoints+0.1; #declare n=n+1; #end #declare MyTrack = spline { cubic_spline #declare n=-1; #while(n, #declare n=n+3; #end //<2*npoints*numrotes-3,2*npoints*numrotes-2,2*npoints*numrotes-1> } /* normal_indices { 6*npoints*numrotes, #declare n=0; #while (n<2*npoints*numrotes -0) #if(n<6*npoints*numrotes-3) #end #declare n=n+3; #end //<2*npoints*numrotes-3,2*npoints*numrotes-2,2*npoints*numrotes-1> } */ pigment {rgb 0.5} finish {ambient 0.2 reflection 0.5 specular 0.5}//phong 0.2} //rotate 210*y //texture { T_Glass1 }// interior { ior Flint_Glass_Ior } //texture{T_Copper_1B} //rotate -180*x // *clock //translate 3*z } #object{MESHY}