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/*
Change the image_map statement to use whatever
image you have sitting around on your system
*/
#declare ntsc = false;
#declare rseed = seed(32779419);
global_settings {
assumed_gamma 2.2
number_of_waves 9
max_trace_level 6
}
#macro rnd_rotate()
rotate <360 * rand(rseed), 360 * rand(rseed), 360 * rand(rseed)>
#end
#macro rnd_translate()
translate <4 - 8 * rand(rseed), 4 - 8 * rand(rseed), 4 - 8 * rand(rseed)>
#end
#macro perturb()
rnd_translate()
rnd_rotate()
#end
#macro do_box(c1, c2) // same parameter format as for a box object
// back wall
triangle { c1, <c2.x, c1.y, c1.z>, <c2.x, c2.y, c1.z> }
triangle { c1, <c2.x, c2.y, c1.z>, <c1.x, c2.y, c1.z> }
// left wall
triangle { c1, <c1.x, c1.y, c2.z>, <c1.x, c2.y, c2.z> }
triangle { c1, <c1.x, c2.y, c2.z>, <c1.x, c2.y, c1.z> }
// right wall
triangle { <c2.x, c1.y, c2.z>, <c2.x, c1.y, c1.z>, c2 }
triangle { <c2.x, c1.y, c1.z>, c2, <c2.x, c2.y, c1.z> }
// bottom
triangle { <c1.x, c2.y, c2.z>, <c1.x, c2.y, c1.z>, <c2.x, c2.y, c1.z> }
triangle { <c1.x, c2.y, c2.z>, <c2.x, c2.y, c1.z>, c2 }
// top
triangle { <c1.x, c1.y, c2.z>, c1, <c2.x, c1.y, c1.z> }
triangle { <c1.x, c1.y, c2.z>, <c2.x, c1.y, c1.z>, <c2.x, c1.y, c2.z> }
// front
triangle { <c1.x, c1.y, c2.z>, <c2.x, c1.y, c2.z>, c2 }
triangle { <c1.x, c1.y, c2.z>, c2, <c1.x, c2.y, c2.z> }
#end
#macro do_quad(p1, p2, p3, p4) // rotory order
triangle { p1, p2, p3 }
triangle { p1, p3, p4 }
#end
#macro range_rand(r1, r2)
#local r_first = min(r1, r2);
#local r_last = max(r1, r2);
#local rr_result = ((r2 - r1) * rand(rseed)) + r1;
rr_result
#end
camera {
location 0
direction <0, 0, 2>
#if (ntsc = true)
right <(640 / 400) * (10/11), 0, 0>
#else
right <640 / 480, 0, 0>
#end
up <0, 1, 0>
rotate x*-2
translate <0, 0, -8>
}
#declare st_01 = pigment {
image_map {
gif "blue_money.gif"
}
scale <(640/480), 1, 1>
/*
bozo
turbulence 3.7
scale 0.5
color_map {
[ 0.0 color rgb <0, 0, 1> ]
[ 0.5 color rgb <0, 0.7, 1> ]
[ 1.0 color rgb 1 ]
}
*/
rotate z*45
warp { // 1
repeat <1, 0, 0>
flip <1, 0, 0>
}
rotate z*-45
rotate y*45
warp { // 2
repeat <-1, 0, 0>
flip <-1, 0, 0>
}
rotate y*-45
rotate z*45
warp { // 3
repeat <-1, 0, 0>
flip <-1, 0, 0>
}
rotate z*-45
rotate z*-45
warp { // 3
repeat <-1, 0, 0>
flip <-1, 0, 0>
}
rotate z*45
rotate x*45
warp { // 3
repeat <0, -1, 0>
flip <0, -1, 0>
}
rotate x*-45
//
warp {
repeat <0, 1, 0>
flip <0, 1, 0>
}
warp {
repeat <1, 0, 0>
flip <1, 0, 0>
}
warp {
repeat <0, 0, 1>
flip <0, 0, 1>
}
}
#declare ts = sphere {
<0, 0, 0>, 1
pigment {
st_01
}
finish { ambient 0.5 diffuse 0.5 }
}
object {
ts
rotate <30, 15, 19>
translate <0, 0, 0>
}
object {
ts
rnd_rotate()
translate <sin(0) * 2.5, cos(0) * 2.5, 5>
}
object {
ts
rnd_rotate()
translate <sin(radians(120)) * 2.5, cos(radians(120)) * 2.5, 5>
}
object {
ts
rnd_rotate()
translate <sin(radians(240)) * 2.5, cos(radians(240)) * 2.5, 5>
}
light_source {
<-3000, 3000, -4000>
color rgb 1
}
/* actual end of this file */
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