//Kurt Bangert //bangert@travelnotes.de //alcove-plover passage #include "colors.inc" #include "textures.inc" #declare walltex = texture { pigment {granite turbulence 0.6 color_map {[0.000, 0.154 color rgbf <0.890, 0.690, 0.690, 0.000> color rgbf <0.996, 0.835, 0.737, 0.000>] [0.154, 0.308 color rgbf <0.996, 0.835, 0.737, 0.000> color rgbf <0.745, 0.635, 0.651, 0.004>] [0.308, 0.444 color rgbf <0.745, 0.635, 0.651, 0.004> color rgbf <0.733, 0.596, 0.557, 0.004>] [0.615, 0.803 color rgbf <0.996, 0.835, 0.737, 0.000> color rgbf <0.765, 0.616, 0.659, 0.000>] [0.803, 1.001 color rgbf <0.765, 0.616, 0.659, 0.000> color rgbf <0.890, 0.690, 0.690, 0.000>] }}} #declare FracTexture = texture { pigment {granite turbulence 0.6 color_map {[0.000, 0.154 color rgbf <0.890, 0.690, 0.690, 0.000> color rgbf <0.996, 0.835, 0.737, 0.000>] [0.154, 0.308 color rgbf <0.996, 0.835, 0.737, 0.000> color rgbf <0.745, 0.635, 0.651, 0.004>] [0.308, 0.444 color rgbf <0.745, 0.635, 0.651, 0.004> color rgbf <0.733, 0.596, 0.557, 0.004>] [0.444, 0.615 color rgbf <0.733, 0.596, 0.557, 0.004> color rgbf <0.996, 0.835, 0.737, 0.000>] [0.615, 0.803 color rgbf <0.996, 0.835, 0.737, 0.000> color rgbf <0.765, 0.616, 0.659, 0.000>] [0.803, 1.001 color rgbf <0.765, 0.616, 0.659, 0.000> color rgbf <0.890, 0.690, 0.690, 0.000>] }}} #declare T1= texture{ pigment{ crackle color_map{ [0.0, 0.1 color rgb <0.890, 0.690, 0.690> color rgb <0.996, 0.835, 0.737>] [0.308, 0.444 color rgb <0.745, 0.635, 0.651> color rgb <0.733, 0.596, 0.557>] [0.444, 0.615 color rgb <0.733, 0.596, 0.557> color rgb <0.996, 0.835, 0.737>] [0.415, 0.603 color rgb <0.996, 0.835, 0.737> color rgb <0.765, 0.616, 0.659>] [0.603, 1.001 color rgb <0.765, 0.616, 0.659> color rgb <0.890, 0.690, 0.690>] } scale 2} } media { emission 0.04 intervals 10 samples 1, 10 confidence 0.9999 variance 1/1000 density { gradient z turbulence .1 color_map { [0.0 color rgb <0, .00,0>] [0.5 color rgb <0, 0.00, 0>] [0.51 color rgb <0, 1, 0>] [1.0 color rgb <0, 1,0>] } } scale 10 translate z*-7 } #include "cuberock.inc" #include "passage.inc" #include "lamp.inc" camera { location < 0.2,3.5,-12> look_at < 0.2,3.2, 0> } light_source { < 1,4,-10> color rgb <.4,.4,.4> } light_source { < 1.5,.4,19.> color rgb <0,1,0> } light_source { < 1.5, 2,19.> color rgb <0,1,0> } //shield medium reflection from backwards plane {z,-13} //lamp object {lamp scale .15 no_shadow rotate z*0 rotate -y*80 translate <-1.5,-.7,-1.6>} object {light_source { <0,0,0> color red 1 green 1 blue 0.5 spotlight point_at <0, 0, 0.1 > tightness 20 radius 15 falloff 30 } rotate z*0 rotate -y*80 translate <-1.5,0.11,-1.6>} //alcove-plover passage object {passage texture {walltex}} //floor object {cuberock scale <1.4,.4,1.2> translate <1,-4,3> texture {T1 scale 0.1}} //ceiling object {cuberock scale <1.4,.4,1.2> translate <1,10,3> texture {walltex}}