///////////////////////////////////////////// // // ~~ [ Debris ] ~~ // version 2 out of 4 // // by Michael Scharrer // https://mscharrer.net // // CC-BY-4.0 license // https://creativecommons.org/licenses/by/4.0/ // ///////////////////////////////////////////// #version 3.7; #declare s = seed(44); global_settings { assumed_gamma 1 } camera { right x*image_width/image_height location <0,0,-5> look_at <0, 0, 0> } light_source { <1,1,-5> rgb 1 } background { rgb 0 } union { //julia fractal debris #declare i = 0; #while(i<400) julia_fractal { 0.5- slice <0.1*rand(s),0.1*rand(s),0.1*rand(s),1>, 0.1*rand(s) hypercomplex sqr max_iteration 7 precision 60 scale 0.5 rotate 360*rand(s) translate (4+100*rand(s))*z rotate <1-2*rand(s),1-2*rand(s),0>*<40,60,0> } #declare i = i + 1; #end //fake debris made of cubes to fill the background #declare i = 0; #while(i<20000) box { -0.3 0.3 rotate 360*rand(s) translate (200+1000*rand(s))*z rotate <1-2*rand(s),1-2*rand(s),0>*<40,60,0> } #declare i = i + 1; #end //background reflective texture texture { pigment { rgb <.1, .1, .2> } finish { reflection <.6, .6, .8> } } //foreground mask texture texture { pigment { crackle metric 1 offset 0.5 color_map { [0.00 rgbt <0,0,0,1>] [0.15 rgb <1,0.9,0.8>] } scale 0.3 } } no_shadow } //reflectors for illusion of fullness union { plane { z (-6) } plane { z 1200 } pigment { rgb 0 } finish { reflection 1 } hollow }