// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions camera { location <0.0 , 0.0 ,-7.5> look_at <0.0 , 0.5 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-20, 30, -30> } #declare Flute_Radius=0.25; #declare Column_Radius=2; #declare Number_Of_Flutes=20; #declare Flute= union { cylinder { <0,-10,0>,<0,10,0>,Flute_Radius} sphere { <0,-10,0>,Flute_Radius} sphere { <0,10,0>,Flute_Radius} } #declare Column= difference { cylinder { <0,-10.5,0>,<0,10.5,0>,Column_Radius } // Un-fluted column // Set up a loop #declare Count=0; #while ( Count<=Number_Of_Flutes) object { Flute translate x*Column_Radius rotate y*(Count*(360/Number_Of_Flutes)) } #declare Count=Count+1; #end } object { Column scale .5 rotate x*45 texture { pigment {Red} finish {Shiny}}}