// Marble chess board with wine glass. This image is especially // interesting because is shows off a bug I haven't been able to // track down yet. :-) Also shows off a fair marble texture. studio = { from = 10 -20 10; at = 0 -2 -1; up = 0 0 1; angle = 30; res = 640 480; antialias = adaptive; aspect = 1.3333; bkg = black; ambient = black; depth = 8; } // let there be light light = { type = point; falloff = 0; position = 20 -10 40; color = .5 .5 .5; } light = { type = point; falloff = 0; position = -20 -30 10; color = .6 .6 .6; } // define chess board // infinite plane thingy surface = { diff = plum; } ring = { radius = 50; center = 0 0 -1; normal = 0 0 1; } // playing surface surface = { texture = { pattern = checker; scale = 1 1 0; surface = { diff = black; shine = 20; } surface = { texture = { pattern = checker; scale = .5 0 0; blend = .5; surface = { diff = white; shine = 20; } surface = { diff = firebrick; shine = 20; } noise = { terms = 3; amp = 3; } } } } } polygon = { points = 4; vertex = 4 4 0; vertex = 4 -4 0; vertex = -4 -4 0; vertex = -4 4 0; } // edges surface = { texture = { pattern = checker; scale = .5 0 0; blend = .5; surface = { diff = white; shine = 20; } surface = { diff = firebrick; shine = 20; } noise = { terms = 3; amp = 3; } } } polygon = { points = 4; vertex = 4 -4 0; vertex = 4 4 0; vertex = 5 5 0; vertex = 5 -5 0; } polygon = { points = 4; vertex = 4 4 0; vertex = -4 4 0; vertex = -5 5 0; vertex = 5 5 0; } polygon = { points = 4; vertex = -4 -4 0; vertex = 4 -4 0; vertex = 5 -5 0; vertex = -5 -5 0; } polygon = { points = 4; vertex = -4 4 0; vertex = -4 -4 0; vertex = -5 -5 0; vertex = -5 5 0; } // rounded edges and corners sphere = { center = 5 5 -0.5; radius = .5; } sphere = { center = -5 5 -0.5; radius = .5; } sphere = { center = 5 -5 -0.5; radius = .5; } sphere = { center = -5 -5 -0.5; radius = .5; } cone = { apex = 5 5 -0.5; apex_radius = .5; base = 5 -5 -0.5; base_radius = .5; } cone = { apex = 5 -5 -0.5; apex_radius = .5; base = -5 -5 -0.5; base_radius = .5; } cone = { apex = -5 -5 -0.5; apex_radius = .5; base = -5 5 -0.5; base_radius = .5; } cone = { apex = -5 5 -0.5; apex_radius = .5; base = 5 5 -0.5; base_radius = .5; } // glass surface = { trans = .7 .7 .7; ior = 1.2; shine = 10 1 1 1; } ring = { center = 2 -7 1.2; normal = 0 0 1; radius = .4; } cone = { apex = 2 -7 1.2; apex_radius = -.4; base = 2 -7 1.3; base_radius = -.6; } cone = { apex = 2 -7 1.3; apex_radius = -.6; base = 2 -7 3; base_radius = -.9; } ring = { center = 2 -7 3; normal = 0 0 1; min_radius = .9; max_radius = 1; } cone = { base = 2 -7 3; base_radius = 1; apex = 2 -7 1.25; apex_radius = .75; } cone = { base = 2 -7 1.25; base_radius = .75; apex = 2 -7 1; apex_radius = .5; } cone = { base = 2 -7 1; base_radius = .5; apex = 2 -7 .9; apex_radius = .1; } cone = { base = 2 -7 .9; base_radius = .1; apex = 2 -7 -.8; apex_radius = .1; } cone = { apex = 2 -7 -.8; apex_radius = .1; base = 2 -7 -.9; base_radius = .8; } cone = { apex = 2 -7 -.9; apex_radius = .8; base = 2 -7 -.99; base_radius = .9; } ring = { center = 2 -7 -.99; normal = 0 0 -1; radius = .9; } // fluid in glass surface = { trans = 1 .2 .4; ior = 1.3; shine = 20 .5 .1 .2; } ring = { center = 2 -7 1.2; normal = 0 0 -1; radius = .399; } cone = { apex = 2 -7 1.2; apex_radius = .399; base = 2 -7 1.3; base_radius = .599; } cone = { apex = 2 -7 1.3; apex_radius = .599; base = 2 -7 2.5; base_radius = .8; } // rippled surface of fluid surface = { trans = 1 .2 .4; ior = 1.2; shine = 20 .5 .1 .2; bump = { wave = { center = 2.1 -7 2.5; wavelength = 0.15; amp = .05; damping = 1.0; phase = 0; } } } ring = { center = 2 -7 2.5; normal = 0 0 1; radius = .8; }