#version 3.5; #include "colors.inc" #include "glass.inc" camera { location <14, 8, 0> look_at <0, 0, 0> } plane { y, -4 pigment { checker color Gray color White } } sphere { <0, 0, 0>, // center of the spehre 4 // radius scale<1,1,1.4> material { M_Glass } photons { // photon block for an object target 1.0 refraction on reflection on } finish { reflection 0.2 // glass reflects a bit phong 0.9 phong_size 40 // a highlight } } #declare Axis_texture = // pigment { gradient <1,0,0> color_map {[0.0 color <1,1,1>] [0.5 color <1,1,1>] [0.5 color <1,0,0>] [1.0 color <1,0,0>] } scale 2 } #declare Diameter = 0.1; #declare LengthX = 5; #declare LengthY = 8; #declare LengthZ = 5; #declare axisY = // union { cylinder { <0, 0, 0>, , Diameter } cone { , Diameter * 2, , 0 } texture { Axis_texture} finish {ambient 0.1 diffuse 0.9 phong 1} } #declare axis = // union { cylinder { <0, 0, 0>, , Diameter } cone { , Diameter * 2, , 0 } texture { Axis_texture} finish {ambient 0.1 diffuse 0.9 phong 1} } declare XYZ_axis = // union { text { ttf "crystal.ttf", "0", .1, 0 scale 0.5 pigment{color<1,1,0>} } union { object {axis} text { ttf "crystal.ttf", "X", .1, 0 scale 0.5 pigment{color<1,1,0> } translate } } union { object {axisY} text { ttf "crystal.ttf", "Y", .1, 0 scale 0.5 pigment{color<1,1,0>} translate } rotate <0,90,0> } union { object {axis } text { ttf "crystal.ttf", "Z", .1, 0 rotate <0,0,-90> scale 0.5 pigment{color<1,1,0>} translate } rotate <0,0,90> } } object {XYZ_axis} // this should surround the elipsoid: box {<-1, -1, -1> < 1, 1, 1>} light_source { <5, 10, 10> color White } light_source { <10, 10, 5> color White }