#declare RR = 4; #switch (clock) #case (0) #declare VP = ; #break #case (1) #declare VP = <0,RR,0>; #break #case (2) #declare VP = <0,0,RR>; #break #case (3) #declare VP = <0.7*RR,0.7*RR,0>; #break #case (4) #declare VP = <0,0.7*RR,0.7*RR>; #break #case (5) #declare VP = <0.7*RR,0,0.7*RR>; #break #case (6) #declare VP = <0.7*RR,0.7*RR,0.7*RR>; #break #end camera { location VP up y right x angle 60 sky <0,0,1> look_at <0,0,0> } light_source { color rgb <1,0.5,0.5> } light_source { <0,RR,0> color rgb <0.5,1.0,0.5> } light_source { <0,0,RR> color rgb <0.5,0.5,1.0> } #declare thefinish = finish { ambient 0.2 diffuse 0.5 specular 0.80 roughness 1/100 } #declare NN = 10000; #declare RADIUS = 0.05; #declare i = 0; #while (i < NN) #declare uu = i * 2 * pi / NN; #declare xx = -22 * cos(uu) - 128 * sin(uu) - 44 * cos(3*uu) - 78 * sin(3*uu); #declare yy = -10 * cos(2*uu) - 27 * sin(2*uu) + 38 * cos(4*uu) + 46 * sin(4*uu); #declare zz = 70 * cos(3*uu) - 40 * sin(3*uu); sphere { 0.01*, RADIUS texture { pigment { color rgb <0.5,0.5,0.5> } finish { thefinish } } } #declare i = i + 1; #end