// Frame / Dome // Please use freely for non comercial purpose. // All rights reserved by Tsutomu HIGO, Nov. 16, 1998 #version 3.0 global_settings { assumed_gamma 2.2 } #include "colors.inc" camera { location <-25,20,-20> angle 76 look_at <-6, -6, 0> } light_source {<50, 100, -150> color rgb <1,1,1>} #declare Tse = 10 #declare Dt = 0.05 #declare Yt = 0.05 #declare Ru = union { #declare Ts =1 #while (Ts < Tse) #declare Td =1 #while (Td < Ts+1) cylinder {<0.5*Ts+0.5-Td, -Yt*(pow(0.5*Ts+0.5-Td,2)+pow(0.866*(Ts-1),2)), -0.866*(Ts-1)>, <0.5*Ts+1-Td, -Yt*(pow(0.5*Ts+1-Td,2)+pow(-0.866*Ts,2)), -0.866*Ts>, Dt} cylinder {<0.5*Ts+1-Td, -Yt*(pow(0.5*Ts+1-Td,2)+pow(-0.866*Ts,2)), -0.866*Ts>, <0.5*Ts-Td, -Yt*(pow(0.5*Ts-Td,2)+pow(-0.866*Ts,2)), -0.866*Ts>, Dt} #if (Td, <0.5*Ts-Td, -Yt*(pow(0.5*Ts-Td,2)+pow(-0.866*Ts,2)), -0.866*Ts>, Dt} #end #declare Td =Td +1 #end #declare Ts =Ts +1 #end } union { #declare Nru =0 #while (Nru < 6) union {Ru rotate y*Nru*60} #declare Nru =Nru +1 #end texture { pigment {color rgb <0, 0, 0>} finish { ambient 0.1 phong 0.6 reflection 0.2 specular 1.0 brilliance 2.0 } } scale <2,2,2> translate <-20,8,0> no_shadow } #declare Tse = 10 #declare Dt = 0.05 #declare Yt = 0.05 #declare Rv =union { #declare Ts =1 #while (Ts < Tse) #declare Td =1 #while (Td < Ts+1) cylinder {<(Ts-1)*cos(-pi/3-pi/3/(Ts-1.000001)*(Td-1)), -Yt*(Ts-1)*(Ts-1), (Ts-1)*sin(-pi/3-pi/3/(Ts-1.000001)*(Td-1))>, , Dt} #if (Ts, , Dt} #end #if (Td, , Dt} #end #declare Td =Td +1 #end #declare Ts =Ts +1 #end } union { #declare Nru =0 #while (Nru < 6) union {Rv rotate y*Nru*60} #declare Nru =Nru +1 #end texture { pigment {color rgb <0, 0, 0>} finish { ambient 0.1 phong 0.6 reflection 0.2 specular 1.0 brilliance 2.0 } } scale <2,2,2> translate <20,8,0> no_shadow } sky_sphere { pigment { gradient y color_map { [ 0.2 color rgb <0.1,0.3,1> ] [ 1.00 color rgb <1,1,1> ] } scale 2 rotate y*0 } } fog { fog_type 2 fog_alt 5 fog_offset 0 distance 30 color rgb <1, 1, 1> turbulence <0.05, 0.05, 0.05> omega 0.25 lambda 2.5 octaves 6 } #declare Sphere = sphere {<0, 0, 0>,1} #declare Textur = texture { pigment {colour Clear} halo { linear max_value 3. spherical_mapping emitting turbulence 0.3 colour_map { [0 color rgbt <0,0,1,1>] [1 color rgbt <0,0,0,0>] } samples 10 } } object{Sphere hollow texture{ Textur } scale <15,8,15> translate <20,0,0>} object{Sphere hollow texture{ Textur } scale <15,8,15> translate <-20,0,0>}