//Kelcy Monday //Files with predefined colors and textures //+KFI0, +KFF99, +KI0, +KF3.1419 #include "colors.inc" #include "glass.inc" #include "golds.inc" #include "metals.inc" #include "stones.inc" #include "woods.inc" #include "skies.inc" #switch(clock) #declare tt= .8*cos(clock); #range(0,1.571) camera { sky <0,0,1> //Don't change this direction <-1,0,0> //Don't change this right <-4/3,0,0> //Don't change this location <((90*tt)+1),((90*tt)+1),10> //Camera location look_at <0,0,0> //Where camera is pointing angle 15 //Angle of the view--increase to see more, decrease to see less } #break #range(1.571001,3.14191) #declare tt= .5*cos(clock); camera { sky <0,0,1> //Don't change this direction <-1,0,0> //Don't change this right <-4/3,0,0> //Don't change this location <1,1,10> //Camera location look_at <0,0,0> //Where camera is pointing angle 15 //Angle of the view--increase to see more, decrease to see less rotate <90*tt,90*tt,0> } #break #end //Ambient light to "brighten up" darker pictures global_settings { ambient_light White*4 } //Set a background color background { SkyBlue } //Create a "floor" plane { <0,0,1>, -10 texture { T_Wood12 } } light_source {<0, 0, 20> color White*3} light_source {<10, 20, -3> color White*3} light_source {<-10, 5, 10> color White*3} light_source {<7, 8, -2> color White} // create a point "spotlight" (conical directed) light source light_source { <-15*tt,-15*tt,15> // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <0, 0, 0> // position of light point_at <0, 0, 0> // direction of spotlight radius 5 // hotspot (inner, in degrees) tightness 90 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 100 // intensity falloff radius (outer, in degrees) } // create a point "spotlight" (conical directed) light source light_source { <15*tt,15*tt,15> // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <0, 0, 0> // position of light point_at <0, 0, 0> // direction of spotlight radius 5 // hotspot (inner, in degrees) tightness 90 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 100 // intensity falloff radius (outer, in degrees) } // Sky sphere sphere { <0, 0, 0>, 10000 texture { T_Cloud1 scale 100 rotate <90,0,0>} } object { poly{6, < 1, 0, 0, 0, 3, 0, -2, 3, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 3, 0, -4, 6, 0, -10, 0, -4, 0, 4, 3, 0, -14, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, -32, 0, 0, 0, 16, 0, -16, 0, 1, 0, -2, 3, 0, -7, 0, -4, 0, 12, 3, 0, -18, 0, 7, 0, -2, 0, -12, 0, -2, 1, 0, -11, 0, 11, 0, -1> texture{T_Ruby_Glass} } rotate <27 260 0> } ///////////////////////////////////////////////////////////////////////// poly { 4< 1, 0, 0, 0, -1.2, 0, 0, 3.6, 16., -7.5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 3.6, -16., -7.5, 0, 0, 0, 0, 0.2, 0, -7.5, 0, 64.0625 > scale < 2,2,2> texture {T_Vicksbottle_Glass} }