// Schšnhardt Polyhedron #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions camera { location <0.0 , 2 ,-4.5> look_at <0.0 , 0.0 , 0.0> right x } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.5 green 1.0 blue 1.0 // light's color translate <-10, 20, -5> } light_source { 0*x // light's position (translated below) color red 1.0 green 1.5 blue 1.0 // light's color translate <0, 20, -15> } light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.5 // light's color translate <10, 20, -5> } // Light gray ground plane plane { y, -1.0 texture { pigment { color rgb <0.6,0.6,0.6> } finish { reflection 0.2 } } } // Create an infinite sphere around scene and allow any texture on it sky_sphere { pigment { gradient y color_map { [0.0 color blue 0.6] [1.0 color rgb 1] } } } #declare ytop=1.5 // triangle or smooth-triangle mesh FINITE (no CSG) shape // NOTE: Each triangle can be independently textured, // remaining triangles get texture at bottom mesh { triangle { <-2, ytop, 0>, <1, ytop, sqrt(3)>, <1,ytop,-sqrt(3)> } triangle { <0, -1, 2>, , <-sqrt(3), -1, -1> } triangle { <-2, ytop, 0>, <1, ytop, sqrt(3)>, <-sqrt(3), -1, -1> } triangle { <1, ytop, sqrt(3)>, <1,ytop,-sqrt(3)>, <0, -1, 2> } triangle { <-2, ytop, 0>, <1,ytop,-sqrt(3)>, } triangle { <0, -1, 2>, <-sqrt(3), -1, -1>, <1, ytop, sqrt(3)> } triangle { , <-sqrt(3), -1, -1>, <-2, ytop, 0> } triangle { <0, -1, 2>, , <1,ytop,-sqrt(3)> } texture { Spun_Brass } rotate 6*clock*y }