#include "stdinc.inc" #include "metals.inc" #include "glass.inc" #declare Interior_Glass = interior { ior 1.5 } //#include "triangulation.inc" global_settings { max_trace_level 10 } #declare stream=seed(225); #declare stream2=seed(435); #declare stream3=seed(4145); union { sphere { <0,0,0>, 40 } sphere { <0,0,0>, 7 } cylinder{ <0,-40,0>,<0,-6.57,0>,4 open } texture { pigment { color rgbf <0.82,0.82,0.82,0.9> } finish { F_Glass3 } } interior { Interior_Glass caustics 1 } } #declare i = 0; #while (i<=20) #declare p = vnormalize(); cylinder { p*6.5,p*40, 0.2 texture { pigment { color rgbf <0.8,0.8,0.2,0.9> } finish { ambient 0.9 diffuse 0.8 specular 0.8 roughness 0.001 reflection { 0.0, 1.0 fresnel on } conserve_energy } } } #declare i = i+1; #end camera { perspective up <0,1,0> right -x*image_width/image_height location <0,0,600> look_at <0,-30,0> angle 18 // horizontal FOV angle //rotate <0,0,0> //roll rotate <-4,0,0> //pitch //rotate <0,45,0> //yaw //translate <-0.3125,0,0> } light_source { <0,10,42> //light position color rgb <1,1,1>*.5 parallel point_at <0.0,0> //rotate <0,0,0> //roll rotate <-25,0,0> //elevation rotate <0,45,0> //rotation } sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.6,0.7,1.0>] [0.7 rgb <0.4,0.5,0.8>] } } } plane { y, -40 texture { T_Chrome_1C } }