// "Gray Goo" // 1998 Anders Sandberg #include "colors.inc" #include "textures.inc" camera { location <-2, 5, -10> look_at <0, 2, 0> } object { light_source { <-500, 500, -500> color White } } #declare R2=seed(11) #declare Goo =texture{Silver1} #declare X=-10 #while (X<14) #declare Y=1 #while (Y<3) #declare Z=-10 #while (Z<14) #declare D=4/(1+.3*(X*X+Z*Z))+4/(1+.3*((X-10)*(X-10)+(Z-10)*(Z-10))) #declare D2=5/(1+.2*(X*X+Z*Z)) //sphere {<0,0,0>,1 julia_fractal { quaternion sqr max_iteration 8 precision 15 texture {Goo} rotate <0,rand(R2)*360,rand(R2)*360> translate } julia_fractal { quaternion sqr max_iteration 8 precision 15 texture {Goo} rotate <0,rand(R2)*360,rand(R2)*360> translate rotate <0,50,0> translate <-10,-2,30> } // sphere{,0.2 texture {Silver3}} #declare Z=Z+1 #end #declare Y=Y+1 #end #declare X=X+1 #end plane { <0,1,0>,0 texture{Goo normal{bumps 1.0 scale .05}} } fog { distance 150 colour rgb<0.3, 0.3, 0.4> fog_type 2 fog_offset 25 fog_alt 3 turbulence 0.5 turb_depth 0.5 }