#include "colors.inc" #include "stones.inc" #include "textures.inc" #include "skies.inc" #include "shapes.inc" #include "glass.inc" #include "metals.inc" #include "woods.inc" #include "finish.inc" // Define the location of the camera camera { //location <2.4,-2.6,2.6> look_at <1.5,2,0> location <2.2,-2.0,2.0> look_at <1.5,2,0> //location <1,5,2.6> look_at <1.5,.5,0> up <0,0,1> right <4/3,0,0> sky <0,0,1> } //#declare TXTR = texture { PinkAlabaster finish {specular 0.2} } //#declare TXTR = texture {Cork scale 0.2} #declare TXTR = texture { pigment {color White} finish { crand 0.05 specular 0.2 } } //#declare TXTR = texture { pigment {color White} } #declare CYL_RAD = 0.2; #declare LEFT_XPOS = .9; #declare RIGHT_XPOS = 2.1; // Lights light_source { <9,-5,4> White area_light <0,0,.5>, <.5,.5,0>, 4, 4 jitter } light_source { <-50,50,50> color rgb <0.4,0.4,0.4> shadowless } // base plate box { <0,.25,-.1>, <3,1.75,0> texture { TXTR } //texture {Cork scale 0.2} } // the non-filleted cylinder cylinder { , , CYL_RAD texture { TXTR } } // the cylinder with the fillet cylinder { , , CYL_RAD texture { TXTR } } #declare FILLET_XPOS = RIGHT_XPOS; //#declare FILLET_XPOS = 0.75; #declare FILLET_RAD = 0.5; // the actual fillet intersection { torus { CYL_RAD + FILLET_RAD, FILLET_RAD rotate <90,0,0> translate texture { TXTR } inverse } torus { CYL_RAD, FILLET_RAD rotate <90,0,0> translate texture { TXTR } } box { <0,0,0><10,10,10> } }