more fun!
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68
chain.pov
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68
chain.pov
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#version 3.7;
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#include "colors.inc"
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global_settings {
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assumed_gamma 1
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}
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camera {
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right x*1280/720
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location <-25, -75.1, -60>
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look_at 0.1
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angle 30
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}
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background { color Gray30 }
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light_source { <300, 300, -1000> White }
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#declare half_torus = difference {
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torus {
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4,1
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sturm
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rotate x*-90 // so we can see it from the top
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}
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box { <-5, -5, -1>, <5, 0, 1> }
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}
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#declare chain_segment = cylinder { <0,4,0>, <0,-4,0>, 1 }
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#declare flip_it = x*180;
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#declare torus_trans = 8;
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#declare link_trans = torus_trans*2-2*y;
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#declare chain_texture = texture {
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pigment { color rgb <.49, .56, .59> }
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finish {
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ambient .1
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diffuse .4
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reflection .35
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specular 1
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metallic
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}
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}
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#declare chain_link = union {
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object { half_torus translate y*torus_trans/2 }
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object { half_torus rotate flip_it translate -y*torus_trans/2 }
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object { chain_segment translate x*torus_trans/2 }
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object { chain_segment translate -x*torus_trans/2 }
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translate y*60
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}
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#declare chain = union { // needs loop with random range
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object { chain_link } // 0
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object { chain_link translate -y*link_trans rotate y*78 } // 90
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object { chain_link translate -y*link_trans*2 rotate y*8 } // 0
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object { chain_link translate -y*link_trans*3 rotate y*112 } // 90
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object { chain_link translate -y*link_trans*4 rotate y*-10 } // 0
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object { chain_link translate -y*link_trans*5 rotate y*90 } // 90
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object { chain_link translate -y*link_trans*6 rotate y*18 } // 0
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object { chain_link translate -y*link_trans*7 rotate y*72 } // 90
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texture { chain_texture }
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}
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//======= RENDER
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object { chain scale .45 }
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// object { chain scale .45 translate < 10, 0, -20 > rotate y*20 }
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// object { chain scale .45 translate < -10, 0, 20 > rotate y*35 }
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BIN
demo.png
BIN
demo.png
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 116 KiB |
45
demo.pov
45
demo.pov
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// Just following along the tutorial (mostly)
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#include "colors.inc"
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#include "stones.inc"
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background { rgb < 0.4, 0.28, 0.42 > }
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background { rgb < 0.5, 0.5, 0.5 > }
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camera {
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location <0, 2, -3>
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location <0, 2, -4>
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look_at <0, 1, 2>
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}
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}
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sphere {
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light_source { <2, 4, -3> color White }
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sphere {
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<0, 1, 2>, 2
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texture {
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/*pigment { color Yellow }*/
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pigment { color rgb < 0.16, 0.79, 0.04 > }
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}
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}
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light_source { <2, 4, -3> color White }
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// box {
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// <-1, 0, -1>, // Near lower left corner
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// < 1, 0.5, 3> // Far upper right corner
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// texture {
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// T_Stone25 // Pre-defined from stones.inc
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// scale 2 // Scale by the same amount in all
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// // directions
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// }
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// rotate y*20 // Equivalent to "rotate <0,20,0>"
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// }
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// cone {
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// <0, 1, 0>, 0.03 // Center and radius of one end
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// <1, 2, 3>, 1.0 // Center and radius of other end
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// texture { T_Stone25 scale 1 }
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// }
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// cylinder {
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// <0, 1, 0>, // Center of one end
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// <1, 2, 3>, // Center of other end
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// 0.5 // Radius
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// open // Remove end caps
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// texture { T_Stone25 scale 1 }
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// }
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plane { y, -1
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pigment {
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checker color rgb < .13, .16, .13 > , color rgb < .42, .42, .42 >
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}
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}
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73
povray.ini
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povray.ini
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; PERSISTENCE OF VISION RAY TRACER
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;
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; POV-Ray VERSION 3.7
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;
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; SAMPLE POVRAY.INI FILE
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;
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; The general form of the options is "Variable=value". Everything
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; between the equals sign and the end of the line is considered part
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; of the value. The spacing and layout is free-form but only one option
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; per line is allowed. Variables and values are not case-sensitive.
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;
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; Note: characters after a semi-colon are treated as a comment
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;
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; Traditional POV-Ray switches beginning with + or - are also allowed
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; and they may be given with more than one switch per line.
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;
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; Add your own options at the bottom and/or edit these to suit. See the
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; general documentation for full instructions on how to use INI options.
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;
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; Width of image in pixels. Accepts integer values.
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Width = 1280
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;
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; Height of image in pixels. Accepts integer values.
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Height = 720
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;
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; Sets minimum number of objects before auto bounding kicks in.
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Bounding_Threshold = 3
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;
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;
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; Turn display on
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Display=On
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;
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; Turn verbose mode on
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Verbose=On
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;
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;
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; Specify path to search for any files not found in current directory.
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; For example: Library_Path="C:\Program Files\POV-Ray for Windows\include"
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; There may be some entries already here; if there are they were
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; probably added by the install process or whoever set up the
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; software for you. At the least you can expect an entry that
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; points to the standard POV-Ray include files directory; on
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; some operating systems there may also be one which points to
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; the system's fonts directory.
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;
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; Note that some platforms (e.g. Windows, unless this feature is
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; turned off via the configuration file) will automatically append
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; standard locations like those mentioned above to the library
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; path list after reading this file, so in those cases you don't
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; necessarily have to have anything at all here.
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;
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;; Search path for #include source files or command line ini files not
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;; found in the current directory. New directories are added to the
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;; search path, up to a maximum of 25.
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Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7"
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Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7/ini"
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Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7/include"
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;; File output type control.
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;; T Uncompressed Targa-24
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;; C Compressed Targa-24
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;; P UNIX PPM
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;; N PNG (8-bits per colour RGB)
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;; Nc PNG ('c' bit per colour RGB where 5 <= c <= 16)
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Output_to_File=true
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Output_File_Type=N16 ;; (+/-Ftype)
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+A
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BIN
tordemo.png
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tordemo.png
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tordemo.pov
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tordemo.pov
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#include "colors.inc"
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camera {
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location <0, .1, -75>
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look_at 0.1
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angle 30
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}
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background { color Gray50 } // to make the torus easy to see
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light_source { <300, 300, -1000> White }
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#declare full_tor = torus {
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4, 1 // major and minor radius
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rotate -90*x // so we can see it from the top
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pigment { Green }
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}
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#declare half_tor = difference {
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torus {
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4, 1
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rotate x*-90 // so we can see it from the top
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}
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box { <-5, -5, -1>, <5, 0, 1> }
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pigment { Green }
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}
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#declare tor_trans = 8; // twice the major radius
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#declare flip_it = 180*x;
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#declare snake = union {
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object { half_tor }
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object { half_tor
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rotate flip_it
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translate x*tor_trans
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}
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object { half_tor
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translate x*tor_trans*2
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}
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object { half_tor
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rotate flip_it
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translate x*tor_trans*3
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}
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object { half_tor
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rotate flip_it
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translate -x*tor_trans
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}
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object { half_tor
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translate -x*tor_trans*2
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}
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object { half_tor
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rotate flip_it
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translate -x*tor_trans*3
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}
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object { half_tor
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translate -x*tor_trans*4
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}
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rotate y*45
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translate z*20
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}
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object { snake }
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