#include "colors.inc" #include "textures.inc" #declare fixed_vertex = < 0.300721, -4.3117, +9.01769 > // Camera position #declare campos = < +440, -280, fixed_vertex.z > // location #declare camaim = fixed_vertex // aim point #declare camlook = camaim camera { location campos direction < -2.00, 00.00, 00.00 > up < 00.00, 00.00, -0.24 > right < 00.00, +0.18, 00.00 > sky < 00.00, 00.00, -1.00 > look_at camlook } // Lights light_source { 1000*< +1, -2, -1 > color rgb <0.5, 0.5, 0.5> } light_source { 1000*< +1, -1, -4 > color rgb <0.5, 0.5, 0.5> } light_source { 1000*< -1, -2, -1 > color rgb <0.5, 0.5, 0.5> } light_source { 1000*< +1, +3, -1 > color rgb <0.5, 0.5, 0.5> } // Background #declare hv = vnormalize( < -campos.y, campos.x, 000 > ) #declare gridsp = 17.5 // Grid spacing #declare gridth = 0.17 // Grid line thickness #declare cross_hairs = merge { cylinder { -600 * hv, +600 * hv, gridth } // cylinder { -600 * hv, +600 * hv, gridth translate < 0, 0, +gridsp > } // cylinder { -600 * hv, +600 * hv, gridth translate < 0, 0, -gridsp > } cylinder { < 0, 0, -600 >, < 0, 0, +600>, gridth } // cylinder { < 0, 0, -600 >, < 0, 0, +600>, gridth translate +gridsp * hv } // cylinder { < 0, 0, -600 >, < 0, 0, +600>, gridth translate -gridsp * hv } texture { // pigment { rgb < 1.00, 0.90, 0.50 > } // pigment { MidnightBlue } pigment { rgb < 0.000, 0.400, 0.671 > } // Dark sky blue finish { ambient 0.2 diffuse 0.8 } } translate fixed_vertex translate -0.1 * ( campos - camaim ) } object { cross_hairs } sky_sphere { pigment { // color rgb < 0.400, 0.671, 1.000 > // Light sky blue color rgb < 0.192, 0.671, 1.000 > // Medium sky blue // color rgb < 0.000, 0.400, 0.671 > // Dark sky blue // gradient z // color_map { // [ 0.5 color SkyBlue ] // [ 1.0 color MidnightBlue ] // } // scale 2 // translate -1*z } }