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As requested here is the source I used to render the image posted in
p.b.i. You may have to fix the line breaks.
Enjoy.
---8<---- cut here
#version 3.5
global_settings {
assumed_gamma 1.0
}
camera {
location <-0.5, 2, -1>
look_at <0, -0.25, 0>
}
/*
camera { // end view
location <0, 0, -3>
look_at <0, 0, 0>
}
*/
light_source {
<10, 10, 10>
color rgb 1
}
light_source {
<-10, 10, -10>
color rgb 1
}
plane {
y, -1
pigment {
checker rgb 0.8, rgb 0.7
}
}
plane {
-y, -100
pigment { color rgb <0.7,0.7,1> * 0.8 }
}
#declare yy_n = 15; // (visible) sweep components, higher =
better/slower
#declare yy_i = -1;
#declare ying = union {
difference {
sphere_sweep {
b_spline
yy_n + 3,
#while( yy_i <= yy_n + 1 )
#declare yy_a = radians( (yy_i / yy_n) * 180 );
#declare yy_x = cos( yy_a ) / ( cos( yy_a ) -3 ) * 2;
#declare yy_z = sin( yy_a ) / ( cos( yy_a ) -3 ) * 2;
#declare yy_r = ( cos( yy_a ) - 1 ) / ( cos( yy_a ) -3
);
<yy_x, 0, yy_z>, yy_r // place node
#declare yy_i = yy_i + 1;
#end
tolerance 0.1
scale <1, 0.5, 1>
}
sphere { <0.5, 0, 0>, 0.31 }
}
sphere { <-0.5, 0, 0>, 0.3 }
rotate y*90
}
#declare yang = object {
ying
rotate y*180
}
union {
object {
ying
texture {
pigment { color rgb 1 }
normal { bumps 0.05 scale 0.01 }
finish { specular 1 roughness 0.001 reflection 0.1
brilliance 5 }
}
}
object {
yang
texture {
pigment { color rgb 0.1 }
normal { bumps 0.05 scale 0.01 }
finish { specular 1 roughness 0.001 reflection 0.1
brilliance 5 }
}
}
}
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