#include "shapes.inc" #include "colors.inc" #include "textures.inc" background{color Gray60} /* a*F+q=0 with: F=h1*h2*h3*h4*h5, h1=x-z h2=cos(2*Pi/5)*x-sin(2*Pi/5)*y-z h3=cos(4*Pi/5)*x-sin(4*Pi/5)*y-z h4=cos(6*Pi/5)*x-sin(6*Pi/5)*y-z h5=cos(8*Pi/5)*x-sin(8*Pi/5)*y-z q=(1-c*z)*(x^2+y^2-1+r*z^2)^2 r=(1+3*sqrt(5))/4 a=-(8/5)*(1+1/sqrt(5))*sqrt(5-sqrt(5)) u1=(sqrt(5)-1)/4 u2=(sqrt(5)+1)/4 v1=(5+sqrt(5))/8 v2=(5-sqrt(5))/8 c=sqrt(5-sqrt(5))/2 */ poly { 5< -0.2406003820030181, 0, 0.3717480344601841, 1, 2.406003820030182, 0, 0, 0, 0, 0, 0, 0.7434960689203692, 2, 0, 0, 0, -8.0157448362892, 3.854101966249685, 1.662507751109813, -2, -1.203001910015091, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.3717480344601846, 1, 0, 0, 0, -8.0157448362892, 3.854101966249685, 1.662507751109813, -2., 0, 0, 0, 0, 0, 0.7627236552150887, 3.713525491562422, 3.203737196228837, -3.854101966249685, -0.831253875554907, 1 > rotate<90,15,0> scale < 11,11,11> texture { pigment {// Plum } gradient y //this is the PATTERN_TYPE color_map { [0.0 color Blue] [0.3 color Yellow] // [0.6 color Blue] // [0.6 color Green] [1.0 color Red] } } finish { phong 1.0 phong_size 10 ambient 0.4 diffuse 0.4 reflection 0.2 } scale 40 } clipped_by{sphere{<0,0,0>36}} } /* // Put down plane { y, -20.0 texture { pigment { color Gray40 } finish { ambient 0.0 diffuse 0.4 } } } */ camera { location <50.2, 20.3, -70.5> up <0.0, 1.0, 0.0> right <4/3, 0.0, 0.0> look_at <0.1, 0.1, 0.1> } light_source { <200,500,-100> White spotlight radius 100 falloff 200 point_at <0,0,0> } //light_source { <1000, 300, -1301> color White } light_source { <-101, -41, -131> color White }