//Brian Vincent //Plucker's Conoid //Files with predefined colors and textures #include "colors.inc" #include "glass.inc" #include "golds.inc" #include "metals.inc" #include "stones.inc" #include "woods.inc" //Place the camera 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 <15,10,5> //Camera location look_at <0,0,0> //Where camera is pointing angle 18 //Angle of the view } //Ambient light to "brighten up" darker pictures global_settings { ambient_light White } global_settings { max_trace_level 10 } //Place a light light_source { <15,0,0> color White*2 } light_source { <0,15,0> color White*2 } plane{<0,0,-1>,7 texture {T_Silver_3A}} //Set a background color background { color White } //Create the array to collect the projected points #declare b = 512; #declare q = array[b]; #declare p = array[b]; #declare s = array[b]; #declare o = array[b]; #declare r=.02; #declare d = 2; #declare a = 2; #declare i=0; #declare j=0; #declare k=0; #while(i; #declare p[i]= < 0,0,2*cos(j)*sin(j)>; //cylinder { q[i], p[i], r texture {T_Gold_1A}} #declare cyl1 = cylinder { q[i], p[i], r texture {T_Gold_1A}} ; object{cyl1 rotate<0, 0,10*clock>} #declare j=j+4*(pi)/b; #declare k=k+(d/b); #declare i=i+1; #end