//A Type 4 Steiner surface //by Adam Coffman camera { location <7, 0, 7> look_at <0,0,0> } #include "colors.inc" #include "metals.inc" #declare Jade_Map = color_map { [0.0 rgb <0.1, 0.6, 0.1>] [0.8 rgb <0.0, 0.3, 0.0>] [0.8 rgb <0.1, 0.6, 0.1>] [1.0 rgb <0.0, 0.2, 0.0>] } #declare Jade = pigment { marble turbulence 1.8 color_map { Jade_Map } } plane{<1,1.2,0.8>,-2 texture{T_Silver_1E}} poly { 4 < 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, -2, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0> sturm pigment { crackle colour_map { [0.05 colour rgb<0, 0, 0> ] [0.08 colour rgb<0, 1, 1> ] [0.10 colour rgb<0, 1, 1> ] [1.00 colour rgb<0, 0, 1> ] } scale 0.3 } finish { ambient .15 phong 1 phong_size 3 } bounded_by { cylinder{<20,0,0> <-20,0,0> 1.5} } clipped_by { bounded_by } rotate z*90 translate <0,2,0> } poly { 4 < 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, -2, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0> sturm texture { average texture_map { [pigment{Jade} finish{ambient .6}] [pigment{radial frequency 10} finish{phong 4} rotate x*90] } } bounded_by { cylinder{<20,0,0> <-20,0,0> 1.5} } clipped_by { bounded_by } rotate x*90 translate <3,0,0> } light_source{<1,20,1> White} light_source{<40,1,0> White} light_source{<1,4,20> White shadowless}