#include "colors.inc" // The include files contain #include "shapes.inc" // pre-defined scene elements #include "finish.inc" #include "metals.inc" #include "stones.inc" #version 3.6; /* * Alcoves leading to the chess board in the Ghost Tower of Inverness. * * Last modified 10/22/2005 by Denton Gentry. */ global_settings { assumed_gamma 1.8 ambient_light rgb<1, 1, 1> } // Texture by Chuck Fusner, http://www.enter.net/~cfusner #declare RoughStone = texture { //rough stone texture... pigment { //nice and random on the pigment. granite color_map { [ 0 rgb .5 ] [ .25 rgb .65 ] [ .5 rgb .5 ] [ .75 rgb .7 ] [ 1 rgb .5 ] } frequency 100 } normal { /*love that crackle! It's apparently quite computation intensive, but with just the right turbulence, it's got a range of apps.*/ crackle 1 warp { turbulence <.4,.4,.4> /*no more than this for a rough stone effect. And less will look more "crystaline"*/ lambda 2 //these you can tinker with octaves 6 //for a variety of effects omega .5 //though here they are at defaults. } } finish { specular .1 roughness 1 diffuse .55 } } #local Mortar = texture { pigment { Gray80 } } #local SmoothStone = texture { pigment { Gray90 } normal { crackle 1 } finish { specular .01 roughness 1 diffuse .01 } } #local T_farwall = texture { brick texture { Mortar } texture { RoughStone } brick_size 1 mortar 0.05 scale <1,0.5,1> translate <0,0.25,0> } #local T_wall = texture { brick texture { Mortar } texture { SmoothStone } brick_size 1 mortar 0.05 scale <1,0.5,1> } #declare T_alcove = T_Grnt9 #declare T_floor = texture { brick texture { Mortar } texture { SmoothStone } brick_size 1 mortar 0.03 } #declare alcove = blob { sphere {<0,1.65,0>, 0.25, strength 1.01 } sphere {<0,1.1,0>, 1.00, strength 1.001 scale <1,1,1> } sphere {<0,0.0,0>, 1.08, strength 1.3 scale <1,1.95,1> } scale <0.93,1,1> texture { T_alcove } } object { difference { box { <-20, 0, 0>, <20, 20, 20> } object { alcove translate <0,0,0> } object { alcove translate <-2,0,0> } object { alcove translate <-1,0,0> } object { alcove translate <1,0,0> } object { alcove translate <2,0,0> } // blob { // sphere {<-2,1.65,0>, 0.2, strength 1.01 } // sphere {<-2,1.1,0>, 0.45, strength 1.01 } // cylinder { <-2,0,0>, <-2,1.2,0>, 1.9, strength 1.1 } // texture { T_alcove } // } } texture { T_farwall } } object { plane { <-1,0,0>, 2.7 } texture { T_wall } } object { plane { < 1,0,0>, 2.7 } texture { T_wall } } object { plane { <0,-1,0>, -2.7 } texture { T_floor } } object { plane { <0,1,0>, 0 } texture { T_floor } } light_source { < 0, 1, -10> color Gray20 shadowless } light_source { < 10, 1, -10> color Gray20 shadowless } light_source { <-10, 1, -10> color Gray20 shadowless } light_source { < 0, 1, -10> color Gray20 shadowless } light_source { < 0, 1, -10> color Gray20 shadowless } camera { location <0, 1.3, -5> look_at <0, 1.3, 0> } background { color Black }