#include "colors.inc" camera { location <0, 2.5, -6> look_at <0, 0, 0> } /*sky_sphere { pigment { gradient y color_map { [0.0 color blue 0.6] [1.0 color rgb 1] } } }*/ light_source { <-3, 30, -30> White } // ---------------------------------------- #declare BlurAmt = .05; #macro MotionBlurredMap(mblur, acol, bcol) #local blur = mblur / 2; #if (blur < .25) color_map { [0.0 color bcol] [0.0 + blur color acol] [0.5 - blur color acol] [0.5 + blur color bcol] [1.0 - blur color bcol] } #else #local mix_this_fac = (blur - .25) * 2; #local mix_other_fac = 1 - mix_this_fac; #local facol = acol * mix_this_fac + bcol * mix_other_fac; #local fbcol = bcol * mix_this_fac + acol * mix_other_fac; color_map { [0.0 color fbcol] [0.5 color facol] [1.0 color fbcol] } #end #end cylinder { 0, -1*y, 1 texture { pigment { radial frequency 3 MotionBlurredMap(.5, color Red, color White) } finish{specular 1} } rotate -90*x rotate clock*360*z translate -1.5*x } cylinder { 0, -1*y, 1 texture { pigment { radial frequency 3 MotionBlurredMap(0, color Red, color White) } finish{specular 1} } rotate -90*x rotate clock*360*z translate 1.5*x }