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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 }

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