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torus_helix.pov
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torus_helix.pov
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#include "colors.inc"
#include "textures.inc"
#include "golds.inc"
#declare showTorus=true;
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 kugel=sphere{
<0,0,0>,0.2
}
#declare torushelix=union{
#local R=5;
#local r=0;
#local a=1;
#local b=10;
#local yps=b/a;
#local step=0.01;
#for(i,0,360,step)
#local x1=((R+r)/2+((R+r)/2)*cos(radians(a*i)))*cos(radians(b*i));
#local y1=((R+r)/2+((R+r)/2)*cos(radians(a*i)))*sin(radians(b*i));
#local z1=((R+r)/2)*sin(radians(a*i));
#local percent=(i/180)*100;
#if(i>=180)
#local percent=(((360-i)/180))*100;
#end
object{kugel pigment{color cs(percent)} translate <x1,y1,z1>}
#end
}
object{torushelix rotate x*90}