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On 14 May 2001 14:32:42 -0400, Ron Parker wrote:
>Why "of course"? Here are a few that work in plain ol' POV. I started
>to do 6.4.3 but never finished it.
And here's that code:
#macro _6_4_3( )
#local G=pigment {gradient x color_map {[0 rgb 1][1 rgb 0]} scale .500001}
#local G1=pigment {gradient x color_map {[0 rgb 1][1 red 0]} scale .500001}
#local SquG=pigment {gradient x pigment_map {
[.5/sqrt(3) G scale 1/sqrt(3)]
[.5/sqrt(3) G scale 1/3 translate (.5/3+.5/sqrt(3))*x]}}
#local Sq = pigment {
radial
pigment_map {
#local i=0;
#while(i<4)
[i/4 SquG rotate(45+90*i)*y]
[(i+1)/4 SquG rotate(45+90*i)*y]
#local i=i+1;
#end
}
rotate 45*y
}
#local HexG=pigment {gradient x pigment_map {
[.5 G1][.5 Sq translate (.5/sqrt(3)+.5)*x]}}
#local Hex = pigment {
radial
pigment_map {
#local i=0;
#while(i<6)
[i/6 HexG rotate(30+60*i)*y]
[(i+1)/6 HexG rotate(30+60*i)*y]
#local i=i+1;
#end
}
}
radial
pigment_map{
[1/3 Hex translate<.5,0,-sqrt(3)/2>*(.5+.25*sqrt(3))]
[1/3 Hex translate<-1,0,0>*(.5+.25*sqrt(3))]
[2/3 Hex translate<-1,0,0>*(.5+.25*sqrt(3))]
[2/3 Hex translate<.5,0,sqrt(3)/2>*(.5+.25*sqrt(3))]
}
translate (.5+.25*sqrt(3))*x
warp{repeat 1.5*x*(.5+.25*sqrt(3)) flip x}
warp{repeat .5*sqrt(3)*z*(.5+.25*sqrt(3)) flip z}
#end
plane {y 0 pigment {_6_4_3()}finish {ambient 1}}
camera {location 5*y sky z look_at 0}
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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