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pyramid_of_spheres.pov
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pyramid_of_spheres.pov
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#include "colors.inc"
#include "textures.inc"
#declare hor_res=1920;
#declare ver_res=1080;
#declare pol_red=texture { Polished_Chrome
pigment{ color rgb<0.8,0,0.05> }
normal { bumps 0.5 scale 0.05 }
}
#declare l=8;
#declare tex=array[l]{Yellow_Pine,Sandalwood,Rosewood,Rust,Gold_Metal,pol_red,Polished_Chrome,Spun_Brass};
#declare s = seed(12345);
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 basis=7.0;
#declare r=0.5;
#declare d=r*2.0;
#declare aus=10;
#declare anz=20;
#declare c=20;
#declare pyramid=union{
#for(h,0,anz)
#declare percent=h/anz*100;
#declare plate=union{
#for(i,0,h)
#for(j,0,h)
sphere{
<0,20,0>, d
texture{
/*tex[int(rand(s)*l)]*/
pigment {color cs(percent)}
/*
finish { phong 1}
rotate z*int(rand(s)*360)
*/
}
translate <i*2*d,-h,j*2*d>
}
#end
#end
}
object{plate translate <-h,0,-h>}
#end
}
object{pyramid scale 0.3}