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loxodrome.pov
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loxodrome.pov
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#include "colors.inc"
#include "textures.inc"
#include "golds.inc"
#declare showSphere=false;
camera {
location <10, 10, -15>
look_at <0, 0, 0>
right 16/9*x
}
light_source { <2, 5, -20> color White}
plane{<0,1,0>,1
hollow
texture{
pigment{
bozo turbulence 0.85 scale 1.0 translate<5,0,0>
color_map{
[0.5 rgb <0.20, 0.20, 1.0>]
[0.6 rgb <1,1,1>]
[1.0 rgb <0.5,0.5,0.5>]
}
}
finish {ambient 1 diffuse 0} }
scale 10000
}
#declare TileNormal=normal{
gradient x 2
slope_map{
[0 <0, 1>]
[.05 <1, 0>]
[.95 <1, 0>]
[1 <0, -1>]
}
}
plane { <0, 1, 0>, -5.2
pigment{
checker
pigment { granite color_map { [0 rgb 1][1 rgb .9] } }
pigment { granite color_map { [0 rgb .9][1 rgb .7] } }
}
finish { specular 1 }
normal{
average normal_map{
[1 TileNormal]
[1 TileNormal rotate y*90]
}
}
}
#declare cs = function{
spline {
000, <1,0,0>
025, <1,1,0>
050, <0,1,0>
075, <0,1,1>
100, <0,0,1>
}
}
#declare kugel=sphere{
<0,0,0>,0.2
}
#declare loxo=union{
#local r=5;
#local n=85;
#local k=1/tan(radians(n));
#local step=0.005;
#for(i,-90,90,step)
#local x1=(r*cos(i))/cosh(k*i);
#local y1=(r*sin(i))/cosh(k*i);
#local z1=r*tanh(k*i);
#local percent=abs(i*2)/90*100;
object{kugel pigment{color cs(percent)} translate <x1,y1,z1>}
#end
#if(showSphere)
sphere{
<0,0,0>,r
texture{T_Gold_1A finish{phong 1}}
//rotate x*90
}
#end
rotate x*90
}
object{loxo}