#include "colors.inc" #include "stones.inc" #include "glass.inc" #include "textures.inc" #include "metals.inc" #include "golds.inc" camera{ location <0.3, 1, -7> //position of the camera look_at <0.3,0,2> } //dark coloured window #declare window= box{ <0,0,0> <0.10,0.125,0.35> texture{T_Grnt15 scale 2} } #declare windows= union{ object {window} object {window translate x*0.125} object {window translate x*0.250} object {window translate y*-0.150} object {window translate x*0.125 translate y*-0.15} object {window translate x*0.250 translate y*-.15} object {window translate y*-0.30} object {window translate x*0.125 translate y*-0.30} object {window translate x*0.250 translate y*-.30} object {window translate y*-.45} object {window translate x*0.125 translate y*-.45} object {window translate x*0.25 translate y*-.45} object {window translate y*-.60} object {window translate x*0.125 translate y*-.60} object {window translate x*0.25 translate y*-.60} object {window translate y*-.75} object {window translate x*0.125 translate y*-.75} object {window translate x*0.25 translate y*-.75} object {window translate y*-.90} object {window translate x*0.125 translate y*-.90} object {window translate x*0.25 translate y*-.90} object {window translate y*-1.05} object {window translate x*0.125 translate y*-1.05} object {window translate x*0.25 translate y*-1.05} object {window translate y*-1.2} object {window translate x*0.125 translate y*-1.2} object {window translate x*0.25 translate y*-1.2} } #declare torus_ring3= torus{ 0.5, 0.05 texture {T_Gold_1E} } #declare torus_ring1= torus{ 1.0,0.05 texture {T_Gold_1E} } #declare torus_ring2= torus{ 1.5,0.05 texture {T_Gold_1E} } //light coloured building with dark windows #declare Building2= difference{ box{ <0,0,0>, <0.5,1.5,1.0> } object{ windows translate x*0.08 translate y*1.30 } } object{ //Building E Building2 pigment{color rgb <1.5,2,1.9>} translate <0.8,-0.5,1.6> scale 1.8 } object{ //Building E Building2 pigment{color rgb <1.5,2,1.9>} translate <-.8,-0.5,1.6> scale 1.8 } object{ //Building E Building2 pigment{color rgb <1.5,2,1.9>} translate <-1.5,-0.7,1.6> scale 1.8 } object{ //Building E Building2 pigment{color rgb <1.5,2,1.9>} translate <0.1,-0.2,1.6> scale 1.8 } /* sphere { //glass sphere that covers the entire city <0, -0.5, 0>, 3.5 texture { T_Glass1 pigment { color rgb <1.8,1.9,2.3> 0.90 filter 0.85} finish { caustics 1.0 phong 1 } } } */ union{ sphere { <-3.5,3,.5> .7 texture{ T_Silver_5A } } object {torus_ring2 rotate z*45 translate <-3.4,2.9,0.5>} object {torus_ring2 rotate z*-45 translate <-3.4,2.9,0.5>} object {torus_ring2 translate <-3.4,2.9,0.5>} } union{ sphere { <3.5,3,.5> .5 texture{ T_Silver_5C } } object {torus_ring1 translate <3.4,2.9,0.5>} object {torus_ring2 translate <3.4,2.9,0.5>} } //galaxy background #declare galaxy_bgstars = 5; #declare galaxy_bgnebula = 6; #declare galaxy_nebula_sphere = false; #include "galaxy.inc" #declare galaxy_nebula_sphere = 1; #declare galaxy_colour1 = <1, .5, .4> + <0, .5, .2> * (sin((clock - .25) * pi) + 1) / 2; #declare galaxy_colour2 = <0, .5, 1> + <1, -.3, -.3> * (sin((clock - .25) * pi) + 1) / 2; #declare galaxy_pattern_scale = 1 + .4 * sin(clock * 2 * pi); #declare galaxy_pattern_origin = <-10, 10, 10> + vrotate (z * .2, <45 * sin(clock * pi * 4), clock * 360, 0>); #include "galaxy.inc" //mars lookalike ground plane height_field { tga "image.tga" smooth texture {T_Stone1 pigment { octaves 3} } translate <-.5, -.5, -.5> //to move the plane of the mars ard the object scale <20, 2,20> } light_source{ <1000,1000,-1000> White }