// "Information wants to be one" // 1998 Anders Sandberg, asa@nada.kth.se #include "colors.inc" #include "textures.inc" #include "stones.inc" #declare Numbers=1 #declare DNA=1 #declare Fuss=1 #declare Fog=1 camera { location <0, 0, -10> look_at <0, 0, 0> } #declare Lig=<0.1,0.1,0.1> //#declare Lig=<0.5,0.5,0.5> object { light_source { <0, 0, 0> color rgb Lig } } object { light_source { <0, -3, 0> color rgb Lig } } object { light_source { <0, 3, 0> color rgb Lig } } object { light_source { <0, -6, 0> color rgb Lig } } object { light_source { <0, 6, 0> color rgb Lig } } #declare A=seed(1234) #declare h = 0.02 #declare k = 0.6 #declare Ri=0.3 #declare Ro=2.0 #declare DR=180/3.1415 #declare IT=7 #declare S=-12 #while (S<12) #declare TEX="0" #if (rand(A)<0.5) #declare TEX="1" #end #if (Numbers=1) object{ text { ttf "timrom.ttf" TEX 0.2, 0} //box {<0,0,0>,<0.5,1,0.1>} scale 0.4 rotate <0,90,0> // sphere{<0,0,0>,0.1} translate rotate <0,S*DR+180,0> texture{Silver3 pigment{Red}} } #end #if (DNA=1) #declare SS=S #while (SS,0.05} rotate <0,0,IT*SS*DR> translate rotate <0,SS*DR,0> texture{Silver3 pigment{Green}} } object{ sphere{,0.05} rotate <0,0,IT*SS*DR+120> translate rotate <0,SS*DR,0> texture{Silver3 pigment{Green}} } #declare SS=SS+h #end object { cylinder {,<-Ri/2,Ri*sqrt(3)/2,0>,0.02} rotate <0,0,IT*S*DR> translate rotate <0,S*DR,0> texture{Silver3 pigment{Green}} } #end #declare S=S+h*5 #end #if (Fuss=1) #declare Fussball = object { sphere {<0,0,0>,1} texture { pigment { color rgbt <1, 1, 1, 1> } halo { emitting spherical_mapping linear color_map { [ 0 color rgbt <1, 0.5, 0, 1> ] [ 1 color rgbt <1, 1, 0, 0> ] } samples 10 } } hollow no_shadow } object {Fussball scale .8 translate <0,-6,0>} object {Fussball scale .9 translate <0,-3,0>} object {Fussball} object {Fussball scale 1.1 translate <0,3,0>} object {Fussball scale 1.2 translate <0,6,0>} #end #declare DI=10 #declare AN=20 #declare SUR=texture{ pigment { bozo turbulence 2.0 color_map { [0.0 color Gray] [0.2 color Gray] [0.25 color rgb <1,0.8,0.8>] [0.3 color Gray] [0.45 color Gray] [0.5 color rgb <0.8,1,0.8>] [0.55 color Gray] [0.7 color Gray] [0.75 color rgb <0.8,0.8,1>] [0.8 color Gray] [1.0 color Gray] } } finish{Dull} } #declare SUR2=texture{ pigment { bozo turbulence 2.0 color_map { [0.0 color Clear] [0.2 color Clear] [0.25 color rgb <1,0.8,0.8>] [0.3 color Clear] [0.45 color Clear] [0.5 color rgb <0.8,1,0.8>] [0.55 color Clear] [0.7 color Clear] [0.75 color rgb <0.8,0.8,1>] [0.8 color Clear] [1.0 color Clear] } } finish{Dull} } object { cylinder {<0,-100,0>,<0,100,0>,DI} /* union { plane {<0,0,-1>,DI rotate } plane {<0,0,-1>,DI rotate } plane {<0,0,-1>,DI rotate } plane {<0,0,-1>,DI rotate } plane {<0,0,-1>,DI rotate } plane {<0,0,-1>,DI rotate } }*/ hollow texture {SUR} texture {SUR2} } #if (Fog=1) atmosphere { type 1 samples 10 distance 40 scattering 0.05 aa_level 4 aa_threshold 0.1 jitter 0.2 } #end