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//¥H¤U¬°ROSE.B
/*
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ùø     ¡@¡@¡@¡@¡@                                                             ùø
ùø              ROSE.B = Bitmapped to Raytracing                              ùø
ùø  Requires : color.bc, greys.map, rose1.bo, rose2.bo, rose3.bo              ùø
ùø                                                                            ùø
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*/
#include color.bc
studio  {
        from  6 -12  4
        at 2 -5 0
        up 0 0 1
        angle 50
        res 640 480
        antialias adaptive
        threshold 2
        aspect 1.3333
        background gray
        }
light   {
        type point
        falloff 1
        position 0 -50 35
        color 50  50  50
        }
light   {
        type spot
        falloff 1
        position 6 -12 5
        at 1 -4.5 0
        color white
        min_angle 2
        max_angle 30
        }

surf { diff 1 0 0 spec .2 .2 .2 shine 50 }
transform { scale .3  .3  .3
           rotate 0 90  0
           translate -7  0  -2 }
transform { rotate 0  0 50 }
#include ROSE1.BO

surf { diff .6 .8 .196078 spec .2 .2 .2 shine 50 }

#include ROSE2.BO

surf { diff  dark_brown spec .2 .2 .2 shine 50 }

#include ROSE3.BO
transform_pop
transform_pop
//      glass

surface {
        transparent .7 .7 .7
        ior 1.2
        shine 10 white
        }

ring { center 2 -7 1.2 normal 0 0 1 radius .4 }
cone { apex 2 -7 1.2 apex_radius .4
         base 2 -7 1.3 base_radius .6 }
cone { apex 2 -7 1.3 apex_radius .6
         base 2 -7 3 base_radius .9 }
ring { center 2 -7 3 normal 0 0 1 min_radius .9 max_radius 1 }
cone { base 2 -7 3 base_radius 1
         apex 2 -7 1.25 apex_radius .75 }
cone { base 2 -7 1.25 base_radius .75
         apex 2 -7 1 apex_radius .5 }
cone { base 2 -7 1 base_radius .5
         apex 2 -7 .9 apex_radius .1 }

//      glass stem
cone { base 2 -7 .9 base_radius .1
         apex 2 -7 -.8 apex_radius .1 }

//      glass base
cone { apex 2 -7 -.8 apex_radius .1
         base 2 -7 -.9 base_radius .8 }
cone { apex 2 -7 -.9 apex_radius .8
         base 2 -7 -.99 base_radius .9 }
ring { center 2 -7 -.99 normal 0 0 -1 radius .9 }

//      fluid in glass

surface {
        transparent 1 .2 .4
        ior 1.3
        shine 20
}

ring { center 2 -7 1.21 normal 0 0 -1 radius .39 }
cone { apex 2 -7 1.21 apex_radius .39
         base 2 -7 1.3 base_radius .59 }
cone { apex 2 -7 1.3 apex_radius .59
         base 2 -7 2.5 base_radius .8 }

//      rippled surface of fluid

surface {
        transparent 1 .2 .4
        ior 1.2
        shine 20 white
        bump {
                wave {
                        center 2.1 -7 2.5
                        wavelength 0.15
                        amp .4
                        damping 1.0
                        phase 0
                }
        }
}

ring { center 2 -7 2.5 normal 0 0 1 radius .8 }


surf { diff .8 .6 .2 }
ring { center 0 0 -5 normal 0 0 1 radius 120 }
//========================================================