#include "colors.inc" global_settings { ambient_light color Black max_trace_level 100} #declare FD=3.0 #declare FP=1 #declare rad=5 #declare CS1=rad*sin(0.0*2*pi+2*pi*(0/360)) #declare CC1=rad*cos(0.0*2*pi+2*pi*(0/360)) #declare CS2=rad*sin(0.0*2*pi+2*pi*(-40/360)) #declare CC2=rad*cos(0.0*2*pi+2*pi*(-40/360)) #declare CS3=rad*sin(0.0*2*pi+2*pi*(40/360)) #declare CC3=rad*cos(0.0*2*pi+2*pi*(40/360)) #declare half=0 #declare whole=1 #declare height=0 // looks_like {sphere{0, .1 pigment {color White } }} light_source { color rgb < half, half, whole> fade_distance FD fade_power FP } light_source { color rgb < whole, half, half> fade_distance FD fade_power FP } light_source { color rgb < half, whole, half> fade_distance FD fade_power FP } camera { location <.001, .001, -10> look_at <-.001, -.001, 0> angle 45 } intersection { box { <-2, -2, -2>, <2, 2, 2> rotate <0, 45, 0> rotate <-54.73, 0, 0> } box { <-2, -2, -2>, <2, 2, 2> scale 1.5 } pigment {color rgbt <.9,.9,1,.7>} finish {phong 2 reflection .6 refraction 1 ior 1.75} rotate <0, clock*120, 0> } /* atmosphere { type 1 // 1 is best (4-nice raws, hard to see text) samples 2.0 // Number of samples in first distance interval distance 1 // Atmosphere density, similar to fog scattering 0.35 // Reflectivity of atmosphere, determines brightness jitter 1 } */