// File exported by Eureka 2.12. Designed by Archimedium 2006 #version 3.1; #declare C_White = color rgb <1.00,1.00,1.00 >; #declare C_Blue_Sky_1 = color rgb <0.25,0.25,0.50 >; #declare C_Gray70 = color rgb <0.70,0.70,0.70 >; #declare C_Gray30 = color rgb <0.30,0.30,0.30 >; #declare C_Gray85 = color rgb <0.85,0.85,0.85 >; #declare C_Gray75 = color rgb <0.75,0.75,0.75 >; #declare C_Clear = color rgbt <1.00,1.00,1.00,1.00 >; #declare eau = texture { pigment { color rgbt <0.00,0.00,1.00,0.90 > } normal { ripples 0.75 frequency 10 } finish { reflection 0.30 #version -1.0; refraction 1 ior 1.33 } #version 3.1; } #declare P_Blue_Sky = pigment { bozo color_map { [ 0.000 color C_Blue_Sky_1 ] [ 0.500 color C_Blue_Sky_1 ] [ 0.600 color C_Gray70 ] [ 1.000 color C_Gray30 ] } turbulence 0.3 } #declare P_FBM_Clouds = pigment { bozo color_map { [ 0.000 color C_Gray85 ] [ 0.100 color C_Gray75 ] [ 0.500 color C_Clear ] [ 1.000 color C_Clear ] } octaves 6 omega 0.70 lambda 2 turbulence 0.65 scale < 6,1,6 > } #declare EPSILON = 1e-10; #declare xmin = -10; #declare xmax = 10; #declare ymin = -10; #declare ymax = 10; #declare xiter = 22; #declare yiter = 22; #declare ix = (xmax-xmin)/(xiter-1.0); #declare iy = (ymax-ymin)/(yiter-1.0); #declare deltax = (xmax-xmin)/((xiter-1.0)*4.0); #declare deltay = (ymax-ymin)/((yiter-1.0)*4.0); #macro Point(xx,yy) #local X = xx; #local Y = yy; #local R = sqrt(X*X+Y*Y); #if(abs(X)>EPSILON&abs(Y)>EPSILON) #local T = atan2(Y,X); #else #local T = 0; #end #local cote = (1-cos(R-clock*2*pi/36))/R; #declare zzz=-xx; #declare xxx=yy; #declare yyy=cote; #end #macro Surface(xx,yy) Point(xx,yy) #local xn=xxx; #local yn=yyy; #local zn=zzz; #declare xx=xx+deltax; Point(xx,yy) #local xp=xxx; #local yp=yyy; #local zp=zzz; #declare xx=xx-deltax; #declare yy=yy+deltay; Point(xx,yy) #local xq=xxx; #local yq=yyy; #local zq=zzz; #declare yy=yy-deltay; #local vn=vcross(,); #declare nn=vnormalize(vn); #declare pp=; #end #declare eureka_vagues = mesh { #declare xx = xmin; #while (xx scale 1.0/20 } object { eureka_vagues no_shadow scale y*5 rotate <0,-2.5*clock,0> texture { eau } } //Lights, camera, action camera { location < 0.8, 0.8, -0.8> direction 1*z look_at < 0, 0, 0> } sky_sphere { pigment { P_Blue_Sky } pigment { P_FBM_Clouds } } light_source { < 0, 1, -1> color rgb 1 } light_source { < 1, 1, -1> color rgb 1 } //object { box{-2,2 inverse} pigment{color rgb 0.8} }