#include "colors.inc" global_settings { ambient_light rgb 0.5 max_trace_level 10 /* radiosity { pretrace_start 0.08 pretrace_end 0.005 count 400 error_bound 0.1 recursion_limit 2 } */ photons { count 10000000 autostop 0 jitter .4 radius ,2 load_file "myPhotons.ph" } } camera { perspective location <-60,50,90> up y right -x*4/3 angle 40 sky <0,1,0> look_at <0,10,0> } #declare T2= texture{ pigment{ color rgb <1,1,1> } finish { diffuse 0.5 ambient -1.1 specular 0.4 roughness 0.005 reflection 0.1 } } plane { y,0 texture {T2} } #declare R1 = seed(12345); #declare lig=20; #while(lig>0) light_source { <4000*rand(R1)-2000, 1000, 4000*rand(R1)-2000> #declare A = rand(R1)*2*pi; color *0.04 spotlight radius 2 falloff 6 tightness 10 point_at <0, 0, 0> photons { refraction on reflection off } } #declare lig = lig - 1; #end /* sky_sphere { pigment { gradient y color_map { [0.0 color 2*<0.3,0.9,0.3>] [0.5 color 2*<0.3,0.3,0.9>] [1.0 color 2*<0.9,0.3,0.3>] } scale 2 translate -1 } }*/ #declare MS= material{ texture{ pigment{ color rgbf <1.0,1.0,1.0,0.85> } finish { diffuse 0.8 ambient 0.0 specular 0.8 roughness 0.005 reflection 0.0 } } interior { ior 1.05 } } blob { threshold 0.3 #declare sp=100; #while(sp>0) sphere { < rand(R1)*20-10 , rand(R1)*20 + 10 , rand(R1)*20-10 > 7 1 } #declare sp=sp-1; #end material { MS } photons { target refraction on reflection off collect on } }