// Qualtic1 / Ball // Please use freely for non comercial purpose. // All rights reserved by Tsutomu HIGO, Oct. 11, 1998 #version 3.0 global_settings { assumed_gamma 2.2 } // Swx*x^4 + Swy*y^4 + Swz*z^4 + (1-Swx)*x^2 + (1-Swy)*y^2 + (1-Swz)*z^2 = 1 #declare Tz = 1 #while (Tz<4) #declare Vr = 0 #declare Tx = 1 #while (Tx<6) #switch (Tz) #case (1) #declare Swx = Vr #declare Swy = Vr #declare Swz = Vr #break #case (2) #declare Swx = 0 #declare Swy = 0 #declare Swz = Vr #break #case (3) #declare Swx = Vr #declare Swy = Vr #declare Swz = 0 #break #end quartic { < Swx,0,0,0,0, 0,0,0,0,1-Swx, 0,0,0,0,0, 0,0,0,0,0, Swy,0,0,0,0, 1-Swy,0,0,0,0, Swz,0,1-Swz,0,-1 > bounded_by { box { <-1.5,-1.5,-1.5> <1.5,1.5,1.5>} } texture { pigment{ color rgb <1,1,0.8>} finish { reflection 0.4 specular 0.5 crand 1.5 ambient 0.4 phong 0.5 diffuse 0.5 } } no_shadow scale 10 rotate <60,45,0> translate } #declare Vr = 2*Vr+0.333333333 #declare Tx = Tx+1 #end #declare Tz = Tz+1 #end sky_sphere { pigment { gradient y color_map { [ 0.002 color rgb <1,1,0.8> ] [ 1.00 color rgb <0.3,1,0.3> ] } scale 1 translate 0 } } light_source { <500, 500, -1000> color rgb <1,0,0> } light_source { <-600, 500, -3000> color rgb <0,1,0> } camera { location <0,0,-1000> angle 9 look_at <0, 0, 0> }