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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
ùãùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùå
*/
#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 }
//========================================================