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//¥H¤U¬°RING4.B

/*

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ùø                                                                        ùø

ùø                  RING4.B = Bitmapped to Raytracing                     ùø

ùø      Requires : color.bc, sky_blue.map                                 ùø

ùø                                                                        ùø

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*/

#include color.bc



studio  {

        from -2 -12 3

        at  0 0 0

        up  0 0 1

        angle  50

        res  640 480

        antialias adaptive

        projection flat

        aspect  1.3333

        background  sky_blue

        ambient  .3 .3 .3

}



//      light sources



light { type spherical radius .3 samples 2 falloff 2 color 1 1 1 position -50 -60 150 }

light { type spherical radius .3 samples 2 falloff 2 color 1 1 1 position 50 -60 150 }



light { type spot position -30 70 60 at 0 0 0 min_angle 0 max_angle 1  color  15 0 0 }

light { type spot position 0 60 60 at 0 0 0 min_angle 0 max_angle 1  color 15 5 0 }

light { type spot position 30 45 60 at 0 0 0 min_angle 0 max_angle 1 color 0 5 10 }

light { type spot position 60 35 60 at 0 0 0 min_angle 0 max_angle 1 color 0 0 30 }



//      ground plane



surface {

        texture {

                pattern checker

                scale 5 5 0

                surface { diff 0 0 1.2 }

                surface { diff 1.2 0 0 }

        }

}

ring {

        center 0 0 -10

        normal 0 0 1

        radius 100

}





//      bring on the dice



surf { diff .7 .7 .7 spec .55 .55 .55 shine 30 white }



transform { rotate -50 -15 -15 }

ring { center 0 0 0 normal 0 -1 0 min_radius 1.5 max_radius 3 }

transform_pop



surf { transparent .98 .98 .98 ior 1.2 spec .7 .7 .7 shine 30 white }



transform { rotate -50 -15 -15  }

ring { center 0 0 0 normal 0 -1 0 min_radius .5 max_radius 1.5 }

ring { center 0 0 0 normal 0 -1 0 min_radius 3 max_radius 3.2 }

ring { center 0 -.1 0 normal 0 -1 0 min_radius 1 max_radius 1.1 }

cone { apex 0 0 0 base 0 -.1 0 radius 1 }

cone { apex 0 0 0 base 0 -.1 0 radius 1.1 }

transform_pop

//========================================================