// By Paul Bourke #include "ss_macro3.inc" #declare RR = 5; // camera range /* Render different views */ #switch (clock) #case (0) #declare VP = <-RR,0,0>; #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 /* Perspective camera */ camera { location VP up y right x // square image angle 60 sky <0,0,1> look_at <0,0,0> } /* Coloured lights o each axis */ light_source { <-2*RR,0,0> color rgb <1,0.5,0.5> } light_source { <0,-2*RR,0> color rgb <0.5,1.0,0.5> } light_source { <0,0,-2*RR> color rgb <0.5,0.5,1.0> } mesh { SuperShape(1,1,1 77,0.81,71.7, 8,1,1,0.63,2.92,0.24, 200) //SuperShape(9,1,1,92,0.3,-45, 4,1,1,-0.8,88,-0.35, 202) //SuperShape(4,1,1,1,1,1, 0,1,1,1,1,1, 100) scale <1,1,1> // Change this for scaling translate <0,0,0> // Change this to move the shape from the origin texture { pigment { color rgb <0.5,0.5,0.5> } } }