camera { location <0, 5, -10> look_at 0 angle 35 focal_point 0 blur_samples 50 aperture .75 } light_source { <100, 200, -150>/50, 1 fade_distance 5 fade_power 2 area_light x*3, y*3, 12, 12 circular orient adaptive 0 } light_source { <-400, 150, -50>/50, <1,.8,.4> fade_distance 6 fade_power 2 area_light x*3, y*3, 12, 12 circular orient adaptive 0 } light_source { <150, 200, 400>/50, <.3,.8,1> fade_distance 5 fade_power 2 area_light x*3, y*3, 12, 12 circular orient adaptive 0 } #declare PlankNormal = normal { gradient x 2 slope_map { [0 <0,1>][.05 <1,0>][.95 <1,0>][1 <0,-1>] } scale 2 }; plane { y, -.25 //pigment { rgb <.7,.95,1> } pigment { wood color_map { [.4 rgb <.9, .7, .4>] [.6 rgb <1, .8, .6>] } turbulence .5 scale <1, 1, 10>*.5 rotate y*20 } normal { average normal_map { [1 PlankNormal] [1 wood .5 slope_map { [0 <0,0>][.5 <.5,1>][1 <1,0>] } turbulence .5 scale <1, 1, 10>*.5] } rotate y*20 } finish { specular 1 roughness .02 reflection .2 } } #declare Metal = pigment { bozo color_map { [0 rgb <.8, .75, .5>] [.6 rgb <.8, .75, .5>] [.7 rgb <.7, .4, .2>] [1 rgb <.5, .35, .15>] } turbulence .4 scale .2 } #declare Cyl1 = cylinder { -x, x, .25 pigment { Metal } finish { specular .5 reflection { .3, .6 } } normal { gradient x .1 slope_map { [0 <1, 0>][.5 <0, -1>][.5 <0, 1>][1 <1, 0>] } scale <.1, 0, 0> } }; #declare Cyl2 = cylinder { -y*.25, 0, .3 pigment { rgb <.7, .75, .8> } finish { specular .5 reflection { .3, .6 } } normal { radial .2 slope_map { [0 <1, 0>][.5 <0, -1>][.5 <0, 1>][1 <1, 0>] } frequency 20 } }; object { Cyl1 rotate y*-25 } object { Cyl1 rotate x*20+y*-60 translate <-2, 0, 1> } object { Cyl1 rotate x*50+y*50 translate <1.5, 0, 2.5> } object { Cyl1 rotate x*80+y*-130 translate <-.5, 0, -2.5> } object { Cyl1 rotate x*130+y*160 translate <.5, 0, 4.5> } object { Cyl1 rotate x*200+y*20 translate <3, 0, -1> } object { Cyl2 translate <1.2, 0, -2.3> } object { Cyl2 rotate y*35 translate <-2, 0, -1.5> } object { Cyl2 rotate y*105 translate <.5, 0, 2> } object { Cyl2 rotate y*5 translate <-2.7, 0, 2.2> } object { Cyl2 translate x*.3 rotate z*50 translate <-1.5, 0, -.4> }