#declare spSweep = true;#declare rendSph1 = true;#declare rendSph2 = true;#declare rendBGLine = true;#declare tempTex = texture { pigment { rgb 1 } }#declare mediaTex = texture { pigment { rgbf 1 } }#declare sph1Int = interior { media { emission 0.5 density { gradient z*8 color_map { [ 0.00 rgb <1,0,1> ] [ 0.75 rgb <0,0,1> ] [ 0.95 rgb <1,1,1> ] } } } } #declare sph2Int = interior { media { emission 0.2 density { gradient y scale <1,5,1> color_map { [ 0.00 rgb <0.075, 0.25, 0.50> ] [ 0.25 rgb <0.125, 0.50, 0.75> ] [ 0.75 rgb <0.125, 0.50, 0.75> ] [ 1.00 rgb <0.075, 0.25, 0.50> ] } } } } #declare BGLineInt = interior { media { emission 0.125 density { gradient y scale <1,5,1> color_map { [ 0.00 rgb <0.0, 0.0, 0.5> ] [ 0.25 rgb <0.0, 0.0, 1.0> ] [ 0.75 rgb <0.0, 0.0, 1.0> ] [ 1.00 rgb <0.0, 0.0, 0.5> ] } } } } camera { right 16/10*x up y location <0,0,-10> look_at <0,0,0>}light_source { <5,3,-7.5>, rgb 1}#if(rendSph1) #declare minX = -10; #declare maxX = 10; #declare stepX = 0.5; #declare curX = minX; #declare scaleX = 2; #declare scaleY = 3; #if(spSweep) sphere_sweep { b_spline, (maxX - minX)/stepX+1 #while(curX < maxX) <curX, cos(curX/scaleX)*scaleY, 0>, (abs(cos(curX/scaleX)/1.25)+0.5), #declare curX = curX + stepX; #end <maxX*100,0,0>, 0 hollow texture { mediaTex } interior { sph1Int } } #else #while(curX < maxX) sphere { <curX, cos(curX/scaleX)*scaleY, 0>, (abs(cos(curX/scaleX)/1.25)+0.5) texture { mediaTex } interior { sph1Int } hollow #declare curX = curX + stepX; } #end #end#end#if(rendSph2) #declare minX = -20; #declare maxX = 20; #declare stepX = 0.5; #declare curX = minX; #declare scaleX = 2; #declare scaleY = 3; #if(spSweep) sphere_sweep { b_spline, (maxX - minX)/stepX+1 #while(curX < maxX) <curX+3, sin(curX/scaleX)*scaleY, 5>, (abs(sin(curX/scaleX)/1.25)+0.5), #declare curX = curX + stepX; #end <maxX*100,0,5>, 0 hollow texture { mediaTex } interior { sph2Int } } #else #while(curX < maxX) sphere { <curX+3, sin(curX/scaleX)*scaleY, 5>, (abs(sin(curX/scaleX)/1.25)+0.5) texture { mediaTex } interior { sph2Int } hollow #declare curX = curX + stepX; } #end #end#end#if(rendBGLine) #declare yStep = 2; #declare yMin = -6; #declare yMax = 6; #declare curY = yMin; #while(curY < yMax) sphere_sweep { linear_spline, 3 <-30,curY,10>, 1, <0,curY,10>,0.75, <30,curY,10>, 1 texture { mediaTex } interior { BGLineInt } hollow } #declare curY=curY+yStep; #end#end
This is going in my sig.