camera { location <0, 30, 5> look_at 0 right image_width/image_height*x } background { rgb 1 } light_source { <0, 40, 0>, rgb 1 } #include "runestone.inc" #local bx = -10.5; #local by = -4; #local bi = 0; #local sc = 6; #for (by, -1, 1, 1) #for (bx, 3.5, -3.5, -1) #local cx = bx * sc; #local cy = by * sc; runestone(bi) object { stone rotate y*RRand (-20, 20, RdmB) translate } #local bi = bi + 1; #end #end #include "woods.inc" plane { y, -0.5 texture { T_Wood4 scale 4 rotate <40, 30, 20> translate <20, 0, 10> } }