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default.inc
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// -*- c++ -*-
#include "glass.inc"
/*
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
*/
global_settings { max_trace_level 100 }
#declare RO = 0.05;
#declare RMe = 0.05;
#declare RNc = 0.05;
#declare RC = 0.05;
#declare RBr = 0.05;
#declare RMa = 0.05;
#declare RMb = 0.05;
#declare RMc = 0.05;
#declare RMd = 0.05;
#declare RH = 0.03;
#declare ROH = 0.02;
#declare RHB = 0.015;
light_source { <-RO,-RO,-RO> 0.25 } //center
light_source { <-RO,+RO,+RO> 0.25 } //center
light_source { <+RO,+RO,-RO> 0.25 } //center
light_source { <+RO,-RO,+RO> 0.25 } //center
#declare enable_focus=0;
#declare draw_detail = 0;
#declare draw_media=1;
#declare enable_radiosity=1;
#declare enable_focus=0;
#if (enable_radiosity=1)
global_settings {
radiosity { }
}
#end
camera {
location <0, 3, 0>
look_at <0,0,0>
sky z
right x
#if (enable_focus=1)
focal_point < 0,0,0>
aperture 0.05
blur_samples 30
#end
angle 90 //2.7
}
#declare INTOH = interior { ior 1.0 }
#declare INTHB = interior {
ior 1.1 //water
}
#declare FA = finish {
diffuse 1
ambient 0
specular 1
roughness 0.005
}
#declare TEXO = texture {
pigment {
rgb <1,0,0.05>
}
finish {FA}
}
#declare TEXOH = texture {
pigment {
rgb <1,1,1>
}
finish {FA}
}
#declare TEXH = texture {
pigment {
rgb <0,0.7,1>
}
finish {FA}
}
#declare TEXMe = texture {
pigment {
rgb <0,1,0.05>
}
finish {FA}
}
#declare TEXNc = texture {
pigment {
rgb <0,1,0.5>
}
finish {FA}
}
#declare TEXC = texture {
pigment {
rgb <0.2,0.2,0.2>
}
finish {FA}
}
#declare TEXBr = texture {
pigment {
rgb <1,1,0>
}
finish {FA}
}
#declare TEXMa = texture {
pigment {
rgb <1,0,1>
}
finish {FA}
}
#declare TEXHB = texture {
pigment { rgb <0.9,1,0.2> transmit 0 }
finish {FA}
}
#declare MATHB = material {
texture { TEXHB }
interior { INTHB }
}
#declare MATOH = material {
texture { TEXOH }
}
#declare MATO = material {
texture { TEXO }
}
#declare MATH = material {
texture { TEXH }
}
#declare MATMe = material {
texture { TEXMe }
}
#declare MATNc = material {
texture { TEXNc }
}
#declare MATC = material {
texture { TEXC }
}
#declare MATBr = material {
texture { TEXBr }
}
#declare MATMa = material {
texture { TEXMa }
}
#declare MATMb=MATMa;
#declare MATMc=MATMa;
#declare MATMd=MATMa;
#if (draw_media=1)
sphere{ 0, 3.5
pigment { rgbt 1 } hollow
interior {
media {
scattering { 1, 0.01 extinction 0.01 } //normal
#if (draw_detail=1)
intervals 120
samples 1, 10
confidence 0.9999
variance 1/1000
#else
intervals 10
samples 1, 1
confidence 0.9
variance 1/100
#end
//ratio 0.9
}
}}
#end