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dna.pov
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dna.pov
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#include "colors.inc"
#include "textures.inc"
#include "debug.inc"
#declare hor_res=1920;
#declare ver_res=1080;
#declare basis=6.0;
#declare r=0.1;
#declare d=r*2.0;
#declare pol_red=texture { Polished_Chrome
pigment{ color rgb<0.8,0,0.05> }
normal { bumps 0.5 scale 0.05 }
}
#declare l=6;
#declare tex=array[l]{Yellow_Pine,Sandalwood,Rosewood,Rust,Gold_Metal,pol_red};
#declare s = seed(12345);
#declare kugel=sphere {
<0,0,0>, d
}
camera {
location <10, 10, -15>
look_at <0, 0, 0>
right 16/9*x
}
light_source { <2, 5, -20> color White}
plane{<0,1,0>,1
hollow
texture{
pigment{
bozo turbulence 0.85 scale 1.0 translate<5,0,0>
color_map{
[0.5 rgb <0.20, 0.20, 1.0>]
[0.6 rgb <1,1,1>]
[1.0 rgb <0.5,0.5,0.5>]
}
}
finish {ambient 1 diffuse 0} }
scale 10000
}
#declare TileNormal=normal{
gradient x 2
slope_map{
[0 <0, 1>]
[.05 <1, 0>]
[.95 <1, 0>]
[1 <0, -1>]
}
}
plane { <0, 1, 0>, -5.2
pigment{
checker
pigment { granite color_map { [0 rgb 1][1 rgb .9] } }
pigment { granite color_map { [0 rgb .9][1 rgb .7] } }
}
finish { specular 1 }
normal{
average normal_map{
[1 TileNormal]
[1 TileNormal rotate y*90]
}
}
}
#declare cs = function{
spline {
000, <1,0,0>
025, <1,1,0>
050, <0,1,0>
075, <0,1,1>
100, <0,0,1>
}
}
#declare w=4;
#declare h=10;
#declare stepping=10;
#declare turns=2;
#declare spiral=union{
#for(phi,0,(360*turns)-stepping,stepping)
//Rechtsgängig
#declare x1=w*cos(radians(phi));
#declare y1=phi*h/(360*turns);
#declare z1=w*sin(radians(phi));
//Linksgängig
#declare x2=w*cos(radians(phi-180));
#declare y2=(phi)*h/(360*turns);
#declare z2=w*sin(radians(phi-180));
#declare percent=phi/(360*turns)*100;
cylinder{
<x1,y1,z1>,<x2,y2,z2>,0.05
pigment{color Grey}
}
object{kugel translate <x1,y1,z1> pigment {color cs(percent)}}
object{kugel translate <x2,y2,z2> pigment {color cs(percent)}}
#end
}
object{spiral scale 0.9 translate y*-2}