#version 3.7; global_settings { assumed_gamma 1.0 } background { color rgb <0.06, 0.07, 0.09> } camera { location <0, 2.6, -6.8> look_at <0, 1.15, 0> angle 35 } light_source { <-8, 10, -10> color rgb <1.0, 0.98, 0.92> } light_source { < 6, 5, -3> color rgb <0.35, 0.40, 0.55> } light_source { < 0, 12, 2> color rgb <0.25, 0.22, 0.18> } #declare GoldMetal = texture { pigment { color rgb <0.95, 0.78, 0.22> } finish { metallic reflection 0.20 specular 0.55 roughness 0.02 diffuse 0.75 ambient 0.0 } } #declare BaseTex = texture { pigment { color rgb <0.10, 0.11, 0.13> } finish { diffuse 0.9 specular 0.15 roughness 0.06 } } plane { y, 0 texture { BaseTex } } #declare ArmLen = 1.20; #declare ArmWid = 0.68; #declare Thick = 0.32; #declare Bevel = 0.17; // Crusader's Cross: four equal arms with flared ends (simple silhouette) extruded in Z #declare Cross2D = union { // center block box { <-ArmWid/2, -ArmWid/2, -0.001>, < ArmWid/2, ArmWid/2, 0.001> } // up box { <-ArmWid/2, ArmWid/2, -0.001>, < ArmWid/2, ArmWid/2 + ArmLen, 0.001> } box { <-0.52, ArmWid/2 + ArmLen - 0.55, -0.001>, <0.52, ArmWid/2 + ArmLen, 0.001> } // down box { <-ArmWid/2, -ArmWid/2 - ArmLen, -0.001>, < ArmWid/2, -ArmWid/2, 0.001> } box { <-0.52, -ArmWid/2 - ArmLen, -0.001>, <0.52, -ArmWid/2 - ArmLen + 0.55, 0.001> } // right box { < ArmWid/2, -ArmWid/2, -0.001>, < ArmWid/2 + ArmLen, ArmWid/2, 0.001> } box { < ArmWid/2 + ArmLen - 0.55, -0.52, -0.001>, } // left box { <-ArmWid/2 - ArmLen, -ArmWid/2, -0.001>, <-ArmWid/2, ArmWid/2, 0.001> } box { <-ArmWid/2 - ArmLen, -0.52, -0.001>, <-ArmWid/2 - ArmLen + 0.55, 0.52, 0.001> } } #declare Cross3D = merge { object { Cross2D scale <1,1,Thick> } // small rounding cue at center (keeps render fast) sphere { <0,0,0>, Bevel scale <1,1,Thick> } texture { GoldMetal } } object { Cross3D translate <0, 1.15, 0> rotate <0, 18, 0> } // subtle contact shadow helper (darkened patch) for grounding disc { <0, 0.001, 0>, y, 1.45 texture { pigment { color rgbt <0,0,0,0.75> } finish { ambient 0 diffuse 0 } } rotate <0,18,0> }