#include "colors.inc" #include "textures.inc" camera { location <3, 3, -6> look_at <0, 1, 0> } light_source { <5, 18, -15> color White } light_source { <-2, 20, 10> color White } //A bump-mapped yellow sphere sphere { <0, 0, 0>, 1 texture { pigment { color Yellow } } normal { bumps 0.3 scale 0.1 } finish { phong 1 } } //Two Stone spheres sphere { <2, 0, 0>, 1 texture { Jade } finish { phong .5 phong_size 20 } } sphere { <4, 0, 0>, 1 texture { PinkAlabaster } } //Four solid glass spheres. sphere { <-2, 0, 0>, 1 texture { NBglass } } sphere { <-4, 0, 0>, 1 texture { Ruby_Glass } } sphere { <-6, 0, 0>, 1 texture { Yellow_Glass } } sphere { <-8, 0, 0>, 1 texture { Vicks_Bottle_Glass } } //Metal Spheres sphere { <-12,.5,4>, 1.5 texture { Silver_Metal } } sphere { <-9,.5,4>, 1.5 texture { Gold_Metal } } sphere { <-6,.5,4>, 1.5 texture { Copper_Metal } } sphere { <-3,.5,4>, 1.5 texture { Polished_Chrome } } sphere { <0,.5,4>, 1.5 texture { New_Brass } } sphere { <3,.5,4>, 1.5 texture { Bright_Bronze } } //Other objects: Box, Cone, Cylinder, with more textures box { <-15, -1, 25>, // One corner of the box. <-5, 2, 30> // The opposit corner. texture { DMFWood6 scale 5 } } cone { <0,-1,40>, // Center point of base 7, // Radius at base <0,7,40>, // Center point of top 0 // Radius at top (if non-zero, you get a truncated cone) texture { White_Marble scale 2 rotate 30*z } } cylinder { <-2,-.25,-3>, // Center of one base <.5,-.25,-3>, // Center of other base .25 // Radius texture { Soft_Silver } } //The sky sky_sphere { pigment { Bright_Blue_Sky // Alternatives: Blue_Sky, Blue_Sky2, Blood_Sky, Blue_Sky3, Apocalypse } } //infinite plane with heagonal tiling, at position y = -1 plane { <0, 1, 0>, -1 texture { pigment { hexagon rgb <0.6,0.6,0.6>, rgb <0.8,0.8,0.8>, White scale 2 } } }