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Personal Computer World 1995 January
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pcw-0195.iso
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polyray
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splash1.pi
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1994-12-31
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// Generic Polyray input File
// Polyray input file: Alexander Enzmann
// Set up the camera
viewpoint {
from <0,2,-6>
at <0,0,0>
up <0,1,0>
angle 20
resolution 160, 160
}
background midnight_blue
light <-10, 8, -10>
light < 10, 8, -10>
include "../colors.inc"
define dens1 0.6
define dens2 (dens1 + 1) / 2
define splash1_layer1_map color_map(
[0, dens1, black, 1, black, 1]
[dens1, dens2, red/3, 0.5, red, 0]
[dens2, 1, red, red])
define splash1_layer2_map color_map(
[0, dens1, black, 1, black, 1]
[dens1, dens2, blue/3, 0.5, blue, 0]
[dens2, 1, blue, blue])
define splash1_layer3_map color_map(
[0, dens1, black, 1, black, 1]
[dens1, dens2, green/3, 0.5, green, 0]
[dens2, 1, green, green])
define splash1_layer4_map color_map(
[0, dens1, black, 1, black, 1]
[dens1, dens2, yellow/3, 0.5, yellow, 0]
[dens2, 1, yellow, yellow])
define noisy_x3 x + 5 * dnoise(4*P)[0]
define noisy_y3 y + 5 * dnoise(4*P)[1]
define noisy_z3 y + 5 * dnoise(4*P)[2]
define noisy_x4 noisy_x3 - floor(noisy_x3)
define noisy_y4 noisy_y3 - floor(noisy_y3)
define noisy_z4 noisy_z3 - floor(noisy_z3)
define noisy_checker3_fn fmod((noisy_x4+noisy_y4+noisy_z4)/3, 1)
define splash1_layer1
texture { special shiny { color splash1_layer1_map[noisy_checker3_fn] } }
define splash1_layer2
texture {
special shiny { color splash1_layer2_map[noisy_checker3_fn] }
scale <0.75, 1.7, 0.9>
rotate <60,-30, 0>
}
define splash1_layer3
texture {
special shiny { color splash1_layer3_map[noisy_checker3_fn] }
scale <1.5, 0.7, 1.2>
rotate <0, 30, 20>
}
define splash1_layer4
texture {
special shiny { color splash1_layer4_map[noisy_checker3_fn] }
scale <1.5, 0.7, 1.2>
rotate <10,-80, 0>
}
define milky_white
texture { shiny {
color white
ambient 0.2
diffuse 0.1
transmission white, 0.4, 1.0
specular white, 0.1
microfacet Cook 5
} }
define splash1
texture {
layered splash1_layer1, splash1_layer2, splash1_layer3,
splash1_layer4, matte_white
}
object { sphere <0, 0, 0>, 1 splash1 }