#include "colors.inc" #include "golds.inc" #include "metals.inc" #include "woods.inc" #include "transforms.inc" #include "shapes.inc" #include "math.inc" #include "stones.inc" #include "glass_old.inc" #include "consts.inc" camera { right x*image_width/image_height location <0,5,10> look_at <0,0,0> } light_source { <500,500,500> color rgb 2 } light_source { <-1.2,1,0.8> color rgb 5 } #declare M_Glass= material { texture { pigment {rgbt 1} finish { ambient 0.0 diffuse 0.05 specular 0.6 roughness 0.005 reflection { 0.1, 1.0 fresnel on } conserve_energy } } interior { ior 1.5 fade_power 1001 fade_distance 0.9 fade_color <0.5,0.8,0.6> } } #declare Col_Emerald_07=color rgb<0.4392, 0.7725, 0.5804>; #declare T_Vicksbottle_Glass= texture { finish { F_Glass4 } pigment { color rgbf <0.1, 0.15, 0.5, 0.9> } } #declare Blood_Marble_Map = color_map { [0.0 color 0] [0.8 color rgb <1.0, 0.6, 0.6>] [0.9 color rgb <0.6, 0.0, 0.0>] [3.0 color 0] } #declare Blood_Marble = pigment { marble color_map { Blood_Marble_Map } turbulence 2.3 } #declare Mirror = finish {ambient 0 diffuse 1 reflection 1} #declare P_Brass3 = color rgb <0.58, 0.42, 0.20>; #declare Col_Orange=color rgb <1.0, 0.5, 0.0>; #declare Col_Sapphire_03=color rgb<0.0392, 0.2353, 0.5686>; plane { y, 0 pigment {Col_Sapphire_03} finish {Mirror} } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <-1.2,0,0.8> texture { T_Vicksbottle_Glass } } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <3,0,-5> material { M_Glass } } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <-5,0,-1> pigment { Col_Emerald_07 } } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <3,0,4> pigment { Blood_Marble } } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <0,0,-6> pigment { P_Brass3 } } cylinder { <0,0.01,0>, <0,2.5,0>, 1 translate <-3,0,4> pigment { Col_Orange } }