//¥H¤U¬°ROSE.B /* ùÝùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùùß 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 } //========================================================