// Last edited on 2003-04-17 12:44:56 by stolfi #declare light_color = <0.848, 0.792, 0.775>; #declare light_pwr = 0.50; #declare light_elev1 = -50; #declare light_azim1 = 135; #declare light_elev2 = -30; #declare light_azim2 = -167; #declare light_elev3 = -30; #declare light_azim3 = -13; #declare light_dir1 = vrotate(vrotate(<1,0,0>, light_elev1 * y), light_azim1*z); #declare light_dir2 = vrotate(vrotate(<1,0,0>, light_elev2 * y), light_azim2*z); #declare light_dir3 = vrotate(vrotate(<1,0,0>, light_elev3 * y), light_azim3*z); #declare light_ctr = < +108.0, +140.0, 0000.0 >; #declare light_dist = 600.0; #declare lights = union { light_source { light_ctr + light_dist * light_dir1 color rgb light_pwr * light_color } light_source { light_ctr + light_dist * light_dir2 color rgb light_pwr * light_color } light_source { light_ctr + light_dist * light_dir3 color rgb light_pwr * light_color } } // #declare tx_light_vec = // texture { pigment { color rgb <0,1,1> } finish { ambient 0.5 diffuse 0.5 } } // // cylinder { light_ctr, light_ctr + 60 * light_dir1, 2.0 texture { tx_light_vec } } // cylinder { light_ctr, light_ctr + 60 * light_dir2, 2.0 texture { tx_light_vec } } // cylinder { light_ctr, light_ctr + 60 * light_dir3, 2.0 texture { tx_light_vec } }