#declare BitColor = rgb<0,0.5,1>; #declare Transparent = rgbf<1,1,1,1>; #declare BinaryTexture = texture { pigment { cells color_map { [0.0 BitColor] /*[0.099 BitColor] [0.1 Transparent] [0.199 Transparent] [0.2 BitColor] [0.299 BitColor] [0.3 Transparent] [0.399 Transparent] [0.4 BitColor] [0.499 BitColor] [0.5 Transparent] [0.599 Transparent] [0.6 BitColor] [0.699 BitColor] [0.7 Transparent] [0.799 Transparent] [0.8 BitColor] [0.899 BitColor] [0.9 Transparent]*/ [1.0 Transparent] } } finish { ambient 1.0 } scale <0.5, 2, 2> } #declare BitStream = object { cylinder { <-10, 0, 0>, <10, 0, 0>, 0.5 texture { BinaryTexture translate <-10,-1,1>} hollow } } cylinder { <-20, 0, 0>, <20, 0, 0>, 0.5 texture { BinaryTexture translate <-10,-1,1> } hollow } cylinder { <-200, 0, 0>, <20, 0, 0>, 0.5 texture { BinaryTexture translate <-20,-1,9> } hollow rotate <0, 60, 0> } cylinder { <-60, 0, 0>, <20, 0, 0>, 0.5 texture { BinaryTexture translate <-20,-1,13> } hollow rotate <0, 120, 0> } // Center fireball sphere { <0,0,0> 2 texture { pigment { Transparent } } hollow interior { media { emission 1/7 density { spherical density_map { [0 rgb 0] [0.3 rgb <1,0,0>] [0.7 rgb <1,1,0>] [1 rgb 1] } warp { turbulence 0.5 } } } } scale 7 } sphere { <0,0,0> 0.2 texture { pigment { marble turbulence 1.0 color_map { [0 rgb <1,0.5,0>] [0.5 rgb <1,1,0>] [1 rgb <1,1,0.6>] } } scale 1/6 } finish { ambient 1.0 } scale 5 } #declare ZoomLevel = 4; // perspective (default) camera camera { location <1.0 * ZoomLevel, 3.0 * ZoomLevel, -4.0 * ZoomLevel> look_at <0.0, 0.0, 0.0> right x*image_width/image_height }