// "Blood Music" // 1998 Anders Sandberg #include "colors.inc" #include "textures.inc" #include "stones.inc" camera { location <0, 2, -10> look_at <0, 0, 0> } object { light_source { <-500, 500, -500> color White } } #declare SIZ=10 #declare R=seed(123) #declare TT=0 #while(TT<3) blob { threshold 0.5 #declare X=-SIZ #while (X,1,0.5} #declare Y=Y+1 #end #declare X=X+1 #end texture { Silver3 pigment {color Brown} normal { crackle scale .1 } } translate <2*SIZ*(TT-TT*(TT-1)),0,2*SIZ*TT> } #declare TT=TT+1 #end #declare Y=0 #while (Y<80) blob { threshold 0.5 #declare X=-1 #while (X<20) sphere {<8+Y+rand(R)-rand(R),X/3,rand(R)-rand(R)>,1,0.5} sphere {<8+Y+rand(R)-rand(R),(X+0.5*rand(R))/3,rand(R)-rand(R)>,0.3,-0.25} #declare X=X+1 #end rotate <0,-Y*5,0> texture { Silver3 finish {reflection 0.05} pigment { leopard color_map { [0.0 color Red] [0.3 color Khaki] [0.6 color Red] [1.0 color Red] } } normal { leopard scale .1 } } scale .5 } #declare Y=Y+4 #end object { plane { <0,1,0>,-.2 } texture { pigment { color rgb <0.6,0.6,0.3> } finish { Shiny reflection 0.3 } normal { ripples 0.35 scale 2 } } } fog { distance 50 colour rgbf<1.0, 1.0, 1.0, 1.0> fog_type 2 fog_offset 2 fog_alt 3 turbulence 0.1 turb_depth 0.2 } background {color rgb <0.2,0.7,0.7>} #declare RR=3 #declare ZH=2 #declare C=3.1415/180 #declare D=60 #declare Torn = blob { threshold 0.3 #declare Z=0 #while (Z<24) #declare T=0 #while (T<360) #declare RRR=RR/(1+Z) cylinder {,,0.25,0.5} cylinder {,,0.25,0.5} #declare T=T+D #end #declare Z=Z+ZH #end texture {Silver3} translate <0,-1,0> } object {Torn} object {Torn translate <-30,0,55>} object {Torn translate <-16,0,50>} /* blob { threshold 0.4 cylinder {<1,0,3>,<0,4,2>, 0.5, 0.5} cylinder {<-1,0,3>,<0,4,2>, 0.5, 0.5} cylinder {<1,0,2>,<0,4,2>, 0.5, 0.5} cylinder {<-1,0,2>,<0,4,2>, 0.5, 0.5} cylinder {<1,0,1>,<0,4,1>, 0.5, 0.5} cylinder {<-1,0,1>,<0,4,1>, 0.5, 0.5} cylinder {<1,0,0>,<0,4,0>, 0.5, 0.5} cylinder {<-1,0,0>,<0,4,0>, 0.5, 0.5} cylinder {<1,0,-1>,<0,4,0>, 0.5, 0.5} cylinder {<-1,0,-1>,<0,4,0>, 0.5, 0.5} cylinder {<0,4,2>,<0,4,0>, 0.5, 0.5} rotate <0,45,0> texture { Rust finish {Shiny} normal {leopard 0.1 scale <1,0.1,1>} } translate <0,-0.5,0> } */