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