#include "colors.inc" #include "functions.inc" #include "stars.inc" // radiosity (global illumination) settings global_settings { radiosity { pretrace_start 0.08 // start pretrace at this size pretrace_end 0.04 // end pretrace at this size count 10 // higher -> higher quality (1..1600) [35] nearest_count 3 // higher -> higher quality (1..10) [5] error_bound 1.5 // higher -> smoother, less accurate [1.8] recursion_limit 3 // how much interreflections are calculated (1..5+) [3] low_error_factor .5 // reduce error_bound during last pretrace step gray_threshold 0.0 // increase for weakening colors (0..1) [0] minimum_reuse 0.015 // reuse of old radiosity samples [0.015] brightness 1 // brightness of radiosity effects (0..1) [1] adc_bailout 0.01/2 } } camera { location <5, 1, -30> look_at <0,0,0> angle 30 rotate z*2} light_source { < 100, 100, -100> color White } light_source { <-100, 100, -100> color White } #declare fn_Pigm=function { pigment { agate colour_map { [0.00 rgb 0] [1.00 rgb 1] } } } difference { isosurface { function { f_sphere(x, y, z, 2) + fn_Pigm(x/2, y, z/2).gray*0.25} accuracy 0.01 max_gradient 3.579 contained_by { box { -3, 3 } } texture { slope y //turbulence 0.08 texture_map{ [1 pigment { gradient y turbulence 0.5 octaves 1 frequency 4 triangle_wave colour_map { [0.00 rgb 0.25] [0.03 rgb <1,.7,.6>*0.75] [0.40 rgb <1,.7,.6>*0.75] [0.40 rgb <1,.4,.8>*0.75] [0.42 rgb <1,.7,.6>*0.75] [1.00 rgb <1,.7,.6>*0.25] } scale <1,0.1,1> //rotate <23,0,30> } finish { ambient 0 diffuse 0.7 brilliance 10 specular 0.4 roughness 1 metallic reflection 0.2 } normal { average normal_map { [1 bozo 0.6 octaves 1 frequency 4 scallop_wave scale <1,0.1,1>] [0.3 granite 0.2 scale 0.1] } } ] [1 pigment { colour rgb 1 } finish { ambient .8 diffuse 1 brilliance 0.1 specular 0.5 roughness 0.001 reflection 0.3 } normal { wrinkles 0.1 scale 0.00001} ] } } scale y*1.8 rotate y*45 no_shadow } text { ttf // font type (only TrueType format for now) "crystal.ttf", // Microsoft Windows-format TrueType font file name "?", // the string to create 0.5, // the extrusion depth 0 // inter-character spacing pigment{ gradient y color_map { [0 color White] [0.5 color Red ] } } finish { reflection 0.5 } scale 5 translate <-1,-0.5,-2> } } sphere {0,1 pigment {rgbt 1 } hollow interior // ...à l'intèrieur. { media { intervals 5 // 5 échantillonnage de la lumière à l'intérieur de media samples 1, 10 // chantillonnage min, chantillonnage max emission rgb 0.5 // ajoute de la lumière à la scène scale 1 density // c'est la qu'on va répartir les couleurs dans le media { spherical // repartition sphèrique scale 0.62 turbulence 0.5 // je vais vous secouer tous ca !! density_map // on va utiliser des motifs avec nos couleurs pour simuler des flammes { [ 0.0 color rgb 0 ] // centre de media : blanc (chaud) [ 0.05 bozo color_map { [0 color rgb <0, 0.3, 0.5> ] [1 Black ] } scale 0.15 ] // extèrieur du media : motif "bozo" pour faire des flammes de couleurs bleu foncé [ 0.1 bozo color_map { [0 color rgb <0, 0.5, 1> ] [1 Black ] } scale 0.15 ] // intèrieur du media : motif "bozo" pour faire des flammes de couleurs bleu claire [ 1.0 color rgb 1 ] // centre de media : blanc (chaud) } } } } scale <5, 3, 3>*1.5 translate y*-3 } // Create an infinite sphere around scene and allow any pigment on it sky_sphere { pigment { gradient y color_map { [0.0 color rgb <0.7,0.7,1.0>*0.5] [0.5 color blue 0.2] } } rotate x*15 } sphere {0, 2000 texture { pigment { granite color_map { [ 0.000 0.270 color Clear color Clear ] [ 0.270 0.280 color rgb <.5,.5,.4> color rgb <.8,.8,.4> ] [ 0.280 0.470 color Clear color Clear ] [ 0.470 0.480 color rgb <.4,.4,.5> color rgb <.4,.4,.8> ] [ 0.480 0.680 color Clear color Clear ] [ 0.680 0.690 color rgb <.5,.4,.4> color rgb <.8,.4,.4> ] [ 0.690 0.880 color Clear color Clear ] [ 0.880 0.890 color rgb <.5,.5,.5> color rgb < 1, 1, 1> ] [ 0.890 1.000 color Clear color Clear ] } turbulence 1 sine_wave scale .5 } finish { diffuse 0 ambient 1 } } hollow } sphere {0, 1000 pigment { bozo turbulence 0.75 //octaves 1 //frequency 4 color_map { [0.0 , 0.3 color White color rgb <0.6,0.6,1.0>] [0.3 , 0.5 color rgb <0.6, 0.6, 1.0> color Clear] } scale <10, 5, 10>*25 //rotate z*15 } hollow }