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sinus.pov
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sinus.pov
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#include "colors.inc"
#include "textures.inc"
#declare kugel=sphere {
<0,0,0>, 0.12
}
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
}
camera {
location <10, 10, -15>
look_at <0, 0, 0>
//right hor_res/ver_res*x
right 16/9*x
}
light_source { <2, 5, -20> color White}
#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 sp=union{
#local siz=360;
#local step=5;
#local w=10;
#for(i,0,siz-step,step)
#local x1=i/360*w;
#local h1=2*sin(radians(i));
#for(j,0,siz-step,step)
#local h2=2*cos(radians(j));
#local percent=(j)/(siz-step)*100;
#local z1=j/360*w;
object{kugel translate <x1,h1*h2,z1> pigment{color cs(percent)}}
#end
#end
}
object{sp translate <-w/2,0,-w/2>}