#declare RR = 4; #switch (clock) #case (0) #declare VP = ; #break #case (1) #declare VP = <0,0,RR>; #break #case (2) #declare VP = <0.7*RR,0,0.7*RR>; #break #case (3) #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 <0,0,0.5> } light_source { <15,0,0> color rgb <1,0.5,0.5> } light_source { <0,15,0> color rgb <0.5,1.0,0.5> } light_source { <0,0,15> color rgb <0.5,0.5,1.0> } #declare C = 1; #declare dz = 0.01; #declare dtheta = radians(2); union { #declare z1 = 0; #while (z1 < 1.5) #declare theta = 0; #while (theta < 2*pi) #declare r1 = sqrt(C*z1); #declare r2 = sqrt(C*(z1+dz)); #if (z1 > 0) triangle { , , } #end triangle { , , } #declare theta = theta + dtheta; #end // theta #declare z1 = z1 + dz; #end // z1 texture { pigment { color rgb <1,1,1> } finish { ambient 0.2 diffuse 0.6 specular 0.3 } } }