#include "colors.inc" #include "stones.inc" #include "glass.inc" #include "golds.inc" background{MidnightBlue } camera { location <11,3,9> right <0,1,0> up <0,0,0.75> sky <0,0,1> look_at <0,0,3> } #declare light_position = <5,2,20>; #declare object_position = <0,0,0>; #declare obj_light_distance = vlength(light_position - object_position); #declare radio = 5; #declare abertura = degrees(radio/obj_light_distance); //light_source { <1.220696522,0.55,5.513030215> White} //light_source { <1.220696522,-0.55,5.513030215> White} light_source { light_position color rgb <1, 1.0, 1> spotlight point_at object_position radius 0.8*abertura falloff 1.2*abertura fade_distance obj_light_distance fade_power 2 } #declare espessura = 5; #declare amarelado = color rgb (1/espessura)* <1,1,0>; #declare VERDAO = color rgb (1/espessura)*<0,0.3,0>; union { difference{ cone{<0,0,0>.5 <1,0,0>0 texture{ T24}} box {<-0.5,-0.5,-0.5> <1.5, 0.5, 0>texture{ T24}}rotate<0,-15,0>} difference{ cone{<0,0,0>.5 <1,0,0>0 texture{ T24}} box {<-0.5,-0.5,-0.5> <1.5, 0.5, 0>texture{ T24}}rotate<180,15,0>} sphere{<-1.5,0,0> 1.5 pigment {color rgb <1,1,1>}} sphere{<1.5,0,0> 0.3 texture{ T_Orange_Glass } interior{ media{ emission color amarelado } } rotate <0,-20,30> translate<-1.5,0,0> } sphere{<1.5,0,0> 0.3 texture{ T_Orange_Glass } interior{ media{ emission color amarelado } } rotate <0,-20,-30> translate<-1.5,0,0>} translate<1.5,0,5> } sphere{<0,0,0> 3 pigment {color rgb <1,1,1> scale<3,1,1>}} sphere {<0,0,0> 20 hollow pigment { color rgbt <1 ,1, 1, 1>} interior{ media{ scattering {1,color VERDAO}}} }