#include "colors.inc" #include "textures.inc" #include "shapes.inc" #default{ finish{ ambient 0.2 diffuse 0.8 }} camera { location <0, 10.0, -12.0> look_at <-6,0,5> } //light_source { <-5, 20, -40> color <1,1,1>} light_source{<-3,15,-5> // position color rgb<1,1,1> // light's color area_light // kind of light source <12, 0, 0> <0, 0, 12> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) <---Attention!!! adaptive 0 // 0,1,2,3... jitter // adds random softening of light translate<-5, 20, -40> // position of light }//---------------- end of area_light fog{ fog_type 2 distance 1 color White fog_offset 0.0 fog_alt 0.3 turbulence 1.8 }//---------------- //Sol plane{<0,1,0>,0 pigment{color White*0.05} // normal{agate 1.0 // agate_turb 2.0 // scale 0.25} } //Isoperimetric lathe{cubic_spline 6, <0,-1> <0,-1> <0.7,-0.2> <0.7,0.2> <0,1> <0,1> texture{Silver1} scale <2,2,2> rotate <0,0,-45> rotate <0,-60,0> translate <-1.5,2,1>} //IntersectionBody lathe{cubic_spline 8, <0,-1> <0,-1> <1,-1> <1.3,-0.6> <1.3,0.6> <1,1> <0,1> <0,1> texture{Copper_Metal} scale <1,1,1> translate <1.5,2,1.5> } //DoubleCone lathe { linear_spline //type de spline 3, // 3 points <0, 0>, <0.5, 0.5>, <0, 1> texture {Gold_Metal} scale <3,3,3> rotate <0,0,45> rotate <0,35,0> translate <1.3,0,-1.5> }