#version 3.7; global_settings { assumed_gamma 1.0 max_trace_level 12 } background { color rgb <0.04, 0.05, 0.08> } // -------------------- SKY -------------------- #declare MoodSkyPig = pigment { gradient y color_map { [0.00 color rgb <0.03, 0.04, 0.07>] [0.30 color rgb <0.06, 0.07, 0.11>] [0.65 color rgb <0.14, 0.10, 0.15>] [1.00 color rgb <0.32, 0.18, 0.22>] } } sky_sphere { pigment { MoodSkyPig } } #declare StarPig = pigment { bozo color_map { [0.00 color rgbt <1,1,1,1>] [0.985 color rgbt <1,1,1,1>] [0.995 color rgbt <0.85,0.90,1.00,0.15>] [1.00 color rgbt <0.85,0.90,1.00,1.00>] } scale 0.015 } sphere { <0,0,0>, 1 hollow texture { pigment { StarPig } finish { emission 0.45 diffuse 0 } } scale 1000 no_shadow } // -------------------- CAMERA -------------------- camera { location <0.05, 1.60, -5.75> look_at <0.00, 0.74, 0.10> angle 40 } // -------------------- LIGHTS -------------------- light_source { <4.5, 6.5, -6.0> color rgb <1.00, 0.92, 0.85>*1.15 area_light <0.85,0,0>, <0,0.85,0>, 5, 5 adaptive 1 jitter } light_source { <-6.0, 3.2, -2.0> color rgb <0.55, 0.70, 1.00>*0.30 } light_source { <0.0, 2.6, -1.2> color rgb <0.95, 0.72, 1.00>*0.16 } // gentle rim to separate silhouette light_source { <0.0, 6.0, 14.0> color rgb <0.50, 0.35, 0.60>*0.22 } // subtle ambient lift for mood readability light_source { <0, 30, 0> color rgb <0.25, 0.28, 0.40>*0.10 shadowless } // -------------------- FOG -------------------- fog { fog_type 2 distance 26 color rgb <0.095, 0.095, 0.13> fog_alt 0.85 turbulence 0.12 } // -------------------- GROUND (COMPLEX FRACTAL MATERIALS; CORRECT SYNTAX) -------------------- #declare GroundLayer_Granite = pigment { granite color_map { [0.00 color rgb <0.020, 0.022, 0.035>] [0.45 color rgb <0.050, 0.055, 0.075>] [1.00 color rgb <0.095, 0.100, 0.130>] } scale 0.55 turbulence 0.85 omega 0.55 lambda 2.05 octaves 5 } #declare GroundLayer_Julia = pigment { julia <0.355, 0.355> 2.0 color_map { [0.00 color rgb <0.015, 0.015, 0.025>] [0.35 color rgb <0.050, 0.055, 0.078>] [0.65 color rgb <0.120, 0.105, 0.150>] [1.00 color rgb <0.230, 0.165, 0.235>] } scale 1.25 rotate <0, 28, 0> warp { turbulence 0.18 octaves 3 omega 0.6 lambda 2.0 } } #declare GroundLayer_Mandel = pigment { mandel 28 color_map { [0.00 color rgb <0.018, 0.020, 0.030>] [0.50 color rgb <0.060, 0.060, 0.085>] [0.78 color rgb <0.120, 0.095, 0.135>] [1.00 color rgb <0.200, 0.145, 0.210>] } scale 1.6 translate <0.10, -0.05, 0.0> warp { turbulence 0.12 octaves 2 omega 0.6 lambda 2.0 } } #declare GroundLayer_CrackVeins = pigment { crackle color_map { [0.00 color rgbt <0.10, 0.12, 0.18, 1.00>] [0.62 color rgbt <0.10, 0.12, 0.18, 1.00>] [0.78 color rgbt <0.60, 0.55, 0.75, 0.70>] [1.00 color rgbt <1.00, 0.85, 0.95, 0.35>] } scale 0.28 warp { turbulence 0.10 octaves 2 omega 0.6 lambda 2.0 } } #declare GroundFractalPig = pigment { average pigment_map { [0.48 GroundLayer_Granite] [0.30 GroundLayer_Julia] [0.15 GroundLayer_Mandel] [0.07 GroundLayer_CrackVeins] } warp { turbulence 0.06 octaves 2 omega 0.6 lambda 2.0 } } #declare GroundFractalTex = texture { pigment { GroundFractalPig } normal { average normal_map { [0.45 bumps 0.35 scale 0.14] [0.30 granite 0.55 scale 0.20] [0.15 crackle 0.20 scale 0.55 metric 2 poly_wave 2] [0.10 wrinkles 0.18 scale 0.33] } } finish { diffuse 0.92 specular 0.12 roughness 0.06 } } plane { y, 0 texture { GroundFractalTex } } // -------------------- MOOD LAKE PATCH (FAST REFLECTION CONTRAST) -------------------- #declare LakePig = pigment { bozo color_map { [0.00 color rgb <0.06, 0.07, 0.10>] [0.60 color rgb <0.03, 0.04, 0.06>] [1.00 color rgb <0.02, 0.025, 0.04>] } scale 0.75 warp { turbulence 0.18 octaves 2 omega 0.6 lambda 2.0 } } #declare LakeTex = texture { pigment { LakePig } normal { ripples 0.22 scale 0.35 } finish { diffuse 0.04 specular 0.90 roughness 0.010 reflection 0.38 conserve_energy } } intersection { plane { y, 0.003 } sphere { <0.0, 0.0, 0.8>, 1.65 scale <1.8, 1, 1.15> } texture { LakeTex } no_shadow } // -------------------- HILL SILHOUETTE (MORE COMPLEX FRACTAL MATERIAL; CORRECT SYNTAX) -------------------- #declare HillSilPig = pigment { average pigment_map { [0.60 pigment { julia <0.31, 0.34> 2.0 color_map { [0.00 color rgb <0.012, 0.012, 0.020>] [0.45 color rgb <0.050, 0.060, 0.095>] [0.75 color rgb <0.095, 0.085, 0.130>] [1.00 color rgb <0.155, 0.115, 0.170>] } scale 2.2 rotate <0, -18, 0> warp { turbulence 0.22 octaves 3 omega 0.55 lambda 2.0 } }] [0.25 pigment { mandel 26 color_map { [0.00 color rgb <0.010, 0.010, 0.018>] [0.55 color rgb <0.055, 0.060, 0.090>] [0.80 color rgb <0.110, 0.090, 0.140>] [1.00 color rgb <0.180, 0.125, 0.190>] } scale 3.0 rotate <0, 12, 0> warp { turbulence 0.18 octaves 2 omega 0.6 lambda 2.0 } }] [0.15 pigment { agate color_map { [0.00 color rgb <0.010, 0.010, 0.020>] [0.55 color rgb <0.040, 0.045, 0.070>] [1.00 color rgb <0.090, 0.070, 0.110>] } scale 0.55 warp { turbulence 0.10 octaves 2 omega 0.6 lambda 2.0 } }] } } #declare HillSilTex = texture { pigment { HillSilPig } normal { average normal_map { [0.50 granite 0.45 scale 0.55] [0.25 wrinkles 0.25 scale 0.35] [0.15 crackle 0.18 scale 0.70 metric 1 poly_wave 1] [0.10 bumps 0.20 scale 0.40] } } finish { diffuse 0.55 specular 0.08 roughness 0.10 } } #declare HillSil = difference { sphere { <0,0.0,0>, 1.0 scale <12,2.4,6> translate <0,0.8,10> } plane { y, 0.0 translate <0,0.95,0> } texture { HillSilTex } } object { HillSil } // -------------------- MOOD BALL (COMPLEX FRACTAL MATERIALS + GLASS SHELL) -------------------- #declare MoodBallLayer_Julia = pigment { julia <0.28, 0.52> 2.0 color_map { [0.00 color rgb <0.040, 0.050, 0.080>] [0.25 color rgb <0.105, 0.115, 0.170>] [0.55 color rgb <0.200, 0.215, 0.305>] [0.80 color rgb <0.360, 0.270, 0.375>] [1.00 color rgb <0.760, 0.460, 0.490>] } scale 1.05 rotate <10, 25, 0> warp { turbulence 0.15 octaves 3 omega 0.6 lambda 2.0 } } #declare MoodBallLayer_Mandel = pigment { mandel 30 color_map { [0.00 color rgb <0.050, 0.060, 0.090>] [0.40 color rgb <0.155, 0.175, 0.255>] [0.72 color rgb <0.360, 0.230, 0.315>] [1.00 color rgb <0.940, 0.820, 0.930>] } scale 1.9 translate <0.12, -0.08, 0> warp { turbulence 0.10 octaves 2 omega 0.6 lambda 2.0 } } #declare MoodBallLayer_Irides = pigment { crackle color_map { [0.00 color rgbt <0.85, 0.90, 1.00, 0.82>] [0.55 color rgbt <0.90, 0.70, 0.95, 0.90>] [1.00 color rgbt <1.00, 0.85, 0.90, 0.95>] } scale 0.18 warp { turbulence 0.08 octaves 2 omega 0.6 lambda 2.0 } } #declare MoodBallPig = pigment { average pigment_map { [0.56 MoodBallLayer_Julia] [0.34 MoodBallLayer_Mandel] [0.10 MoodBallLayer_Irides] } warp { turbulence 0.05 octaves 2 omega 0.6 lambda 2.0 } } #declare MoodBallInnerTex = texture { pigment { MoodBallPig } normal { average normal_map { [0.45 wrinkles 0.22 scale 0.18] [0.35 granite 0.50 scale 0.26] [0.20 crackle 0.22 scale 0.22 metric 2 poly_wave 2] } } finish { diffuse 0.07 specular 0.70 roughness 0.018 reflection { 0.06, 0.18 fresnel on } conserve_energy } } #declare MoodBallCoreTex = texture { pigment { julia <0.18, 0.62> 2.0 color_map { [0.00 color rgbt <0.25, 0.30, 0.52, 0.78>] [0.55 color rgbt <0.85, 0.65, 0.95, 0.72>] [1.00 color rgbt <1.00, 0.85, 0.95, 0.88>] } scale 1.8 warp { turbulence 0.20 octaves 3 omega 0.6 lambda 2.0 } } finish { emission 0.60 diffuse 0 } } #declare MoodGlassTex = texture { pigment { color rgbt <1,1,1,0.987> } finish { diffuse 0 specular 0.95 roughness 0.004 reflection { 0.10, 0.58 fresnel on } conserve_energy } } union { // outer glass shell sphere { <0, 0.75, 0>, 0.79 texture { MoodGlassTex } interior { ior 1.48 } } // patterned inner skin sphere { <0, 0.75, 0>, 0.74 texture { MoodBallInnerTex } } // emissive fractal core sphere { <0, 0.75, 0>, 0.55 texture { MoodBallCoreTex } no_shadow } } // -------------------- AURA MEDIA (FRACTAL DENSITY; LIGHTWEIGHT) -------------------- #declare AuraMedia = media { scattering { 1, rgb <0.30, 0.35, 0.55>*0.22 } absorption rgb <0.05, 0.05, 0.07> samples 6, 16 method 3 density { spherical color_map { [0.00 rgb 0.0] [0.18 rgb 0.50] [0.55 rgb 0.16] [1.00 rgb 0.0] } scale 1 } density { julia <0.22, 0.56> 2.0 color_map { [0.00 rgb 0.0] [0.42 rgb 0.0] [0.60 rgb 0.75] [0.76 rgb 0.14] [1.00 rgb 0.0] } scale 1.12 rotate <0, 25, 0> warp { turbulence 0.12 octaves 2 omega 0.6 lambda 2.0 } } density { bozo color_map { [0.00 rgb 0.00] [0.65 rgb 0.00] [0.82 rgb 0.22] [1.00 rgb 0.00] } scale 0.28 warp { turbulence 0.25 octaves 2 omega 0.6 lambda 2.0 } } } sphere { <0, 0.75, 0>, 1.14 hollow texture { pigment { color rgbt 1 } } interior { media { AuraMedia } } no_shadow } // -------------------- BEAM MEDIA -------------------- #declare BeamMedia = media { scattering { 1, rgb <0.22, 0.23, 0.28>*0.22 } absorption rgb <0.05, 0.05, 0.06> samples 5, 14 method 3 density { cylindrical color_map { [0.00 rgb 0.0] [0.34 rgb 0.0] [0.56 rgb 0.72] [0.74 rgb 0.18] [1.00 rgb 0.0] } scale <1.0, 1.0, 1.0> warp { turbulence 0.08 octaves 2 omega 0.6 lambda 2.0 } } } cylinder { <4.5, 6.5, -6.0>, <0.2, 0.6, 0.4>, 1.05 open hollow texture { pigment { color rgbt 1 } } interior { media { BeamMedia } } no_shadow } // -------------------- PEBBLES -------------------- #declare SmallPebbleTex = texture { pigment { granite color_map { [0.00 color rgb <0.035, 0.04, 0.05>] [0.60 color rgb <0.07, 0.075, 0.09>] [1.00 color rgb <0.11, 0.12, 0.14>] } scale 0.18 turbulence 0.9 octaves 4 } normal { bumps 0.45 scale 0.06 } finish { diffuse 0.78 specular 0.07 roughness 0.08 } } #declare S1 = seed(1234); #declare S2 = seed(5678); #declare S3 = seed(91011); #declare i = 0; #while (i < 22) #declare px = (rand(S1)*2 - 1)*3.2; #declare pz = (rand(S2)*2 - 1)*2.2 + 0.7; #declare pr = 0.05 + rand(S3)*0.09; sphere { , pr texture { SmallPebbleTex } } #declare i = i + 1; #end // -------------------- CONTACT SHADOW DISC -------------------- disc { <0,0.001,0>, y, 1.52, 0 texture { pigment { radial color_map { [0.00 color rgbt <0.00,0.00,0.00, 0.55>] [0.35 color rgbt <0.00,0.00,0.00, 0.80>] [1.00 color rgbt <0.00,0.00,0.00, 1.00>] } scale 1.52 } finish { diffuse 0 specular 0 } } no_shadow } // -------------------- SPARKS -------------------- #declare SparkTex = texture { pigment { color rgb <0.78, 0.86, 1.00> } finish { emission 0.92 diffuse 0 } } #declare S4 = seed(2026); #declare j = 0; #while (j < 28) #declare a = 2*pi*rand(S4); #declare h = (rand(S4)*2 - 1)*0.24; #declare rr = 1.06 + rand(S4)*0.22; #declare sx = cos(a)*rr; #declare sz = sin(a)*rr; #declare sr = 0.014 + rand(S4)*0.020; sphere { , sr texture { SparkTex } no_shadow } #declare j = j + 1; #end // -------------------- NEBULA ORB -------------------- #declare NebulaPig = pigment { julia <0.20, 0.58> 2.0 color_map { [0.00 color rgbt <0.10, 0.12, 0.18, 1.00>] [0.30 color rgbt <0.22, 0.26, 0.48, 0.90>] [0.60 color rgbt <0.80, 0.55, 0.70, 0.90>] [1.00 color rgbt <1.00, 0.78, 0.85, 0.97>] } scale 3.4 rotate <0, 20, 0> warp { turbulence 0.25 octaves 3 omega 0.55 lambda 2.0 } } sphere { <0.0, 2.20, 12.5>, 2.25 texture { pigment { NebulaPig } finish { emission 0.82 diffuse 0 } } no_shadow } // -------------------- HORIZON LIFT -------------------- sphere { <0, -120, 0>, 120 hollow texture { pigment { gradient y color_map { [0.00 color rgbt <0.10,0.11,0.16,1.00>] [0.80 color rgbt <0.12,0.10,0.16,0.98>] [1.00 color rgbt <0.12,0.10,0.16,1.00>] } scale 120 translate <0,120,0> } finish { emission 0.10 diffuse 0 } } no_shadow }