// HERZ (Fläche 6. Ordnung) //------------------------ #include "colors.inc" #include "textures.inc" global_settings { ambient_light rgb <1,1,1> } background{color Black} camera { location <1, -1,-6> direction <0, 0, 1> up <0, 1, 0> right <4/3, 0, 0> look_at <1.5, 0, 0> } light_source {<1, -1,-6> color rgb <1, 1, 1>} light_source {<10, 10, -15> color rgb <0.7, 0.7, 1>} light_source {<0, 20,0> color rgb <0.7, 0.7, 1>} // Himmel #declare Himmel = pigment { bozo turbulence 0.5 color_map { [0.0 rgb <0.0, 0.700, 0.9>] [0.5 rgb <0.0, 0.200, 0.3>] [0.5 rgb <0.0, 0.025, 0.6>] [0.6 rgb <0.0, 0.700, 0.9>] [0.6 rgb <0.0, 0.025, 0.6>] } } sphere { <0, 0, 0>, 1000 texture { Himmel scale 30 finish{ ambient 0.2 diffuse 0.07 }} } // Texturen für das "HERZ" #declare BrushedBLAU_Aluminum = texture { Chrome_Metal normal { bumps -0.005 scale <0.15, 0.0015, 0.0015> } } // "HERZ" object { poly { 6,<8, 0, 0, 0, 12, 0, 0, 12, 0, -12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 12, 0, -12, 0, 0, 0, 0, 6, -0.100000, -12, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 0, -3, 0, 0, 0, 0, 3, -1, -6, 0, 3, 0, 0, 0, 0, 0, 0, 1, 0, -3, 0, 3, 0, -1> texture{BrushedBLAU_Aluminum} rotate <0 90 0> rotate < 0, 0, 100> translate <0.01, 0.1, 0.01> scale 1.5 } }