#include "colors.inc" #include "shapes.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "woods.inc" camera{ location<-4,6,-8> look_at<0,0,0> right <-2.0, 0, 0> } light_source{ <-151.000,-200> color 1.5*White } light_source{ <101.001.00> color 1.5*White } light_source{ <0,0,0> color 1.5*Gold } plane{y,-3 pigment { White_Marble } scale 40 finish { phong 1 phong_size 50 reflection .80 } } plane{y,20 pigment { White_Marble } scale 400 finish { phong 1 phong_size 50 reflection .80 } } #declare Cell_A = superellipsoid { <0.20, 0.20> texture {Soft_Silver} scale 0.90 } #declare Cell_B = superellipsoid { <0.20, 0.20> texture {T_Gold_1B} scale 0.90 } //Offset #declare Os = 3.0 - clock; #declare Cube = union { //Z = -Os object {Cell_A translate <-Os,-Os,-Os>} object {Cell_A translate < 0 ,-Os,-Os>} object {Cell_A translate < Os,-Os,-Os>} object {Cell_A translate <-Os, 0 ,-Os>} object {Cell_B translate < 0 , 0 ,-Os>} object {Cell_A translate < Os, 0 ,-Os>} object {Cell_A translate <-Os, Os,-Os>} object {Cell_A translate < 0 , Os,-Os>} object {Cell_A translate < Os, Os,-Os>} //Z = 0 object {Cell_A translate <-Os,-Os, 0 >} object {Cell_B translate < 0 ,-Os, 0 >} object {Cell_A translate < Os,-Os, 0 >} object {Cell_B translate <-Os, 0 , 0 >} // object {Cell_B translate < 0 , 0 , 0 >} object {Cell_B translate < Os, 0 , 0 >} object {Cell_A translate <-Os, Os, 0 >} object {Cell_B translate < 0 , Os, 0 >} object {Cell_A translate < Os, Os, 0 >} //Z = Os object {Cell_A translate <-Os,-Os, Os>} object {Cell_A translate < 0 ,-Os, Os>} object {Cell_A translate < Os,-Os, Os>} object {Cell_A translate <-Os, 0 , Os>} object {Cell_B translate < 0 , 0 , Os>} object {Cell_A translate < Os, 0 , Os>} object {Cell_A translate <-Os, Os, Os>} object {Cell_A translate < 0 , Os, Os>} object {Cell_A translate < Os, Os, Os>} } object {Cube rotate <0,-clock*360,0>}