// #include "ALL.inc" // Sources de lumiere light_source { <40,-20,-40> color rgb <1,1,1> } light_source { <40,20,40> color rgb <1,1,1> } // Camera camera { location <4,0,0> look_at <0,0,0> } // Texture #declare Text = texture { pigment { bozo turbulence 0.25 color_map { [0 color rgb <0.6, 0.45, 0.75>] [1 color rgb <0.5, 0.7, 0.6>] } scale 0.4 } finish{ ambient 0.25 } } texture { pigment { granite color_map { [0.0, 0.9 color rgbf <0.52, 0.39, 0.39, 1.0> color rgbf <0.52, 0.39, 0.39, 0.5>] [0.9, 1.0 color rgbf <0.42, 0.14, 0.55, 0.0> color rgbf <0.42, 0.14, 0.55, 0.0>] } scale 2 } finish { specular 1 roughness 0.0001 phong 0.25 phong_size 75 brilliance 4 } } // Head union { // Casque Visiere Metal sphere { <0,0,0>,1 texture { Silver_Metal } } // Casque Partie Superieure difference { sphere { <0,0,0>,1.05 texture { PinkAlabaster } } plane { y 0 rotate 30*z } } // Casque Partie Inferieure difference { sphere { <0,0,0>,1.05 texture { Text } } plane { -y 0 rotate -35*z } plane { -y 0 rotate 30*z } } // Tore entourant la Partie Superieure torus { 1,0.075 rotate 30*z pigment { Gray } } // 1/2 Tore de Bas de Casque difference { torus { 1,0.075 rotate -35*z pigment { Gray } } plane { -y 0 rotate 30*z } } // Rainure Casque difference { sphere { <0,0,0>,1.075 pigment { Gray } } plane { y 0 rotate 30*z } plane { z, -0.25 rotate 180*x pigment { Gray } } plane { -z, -0.25 rotate 180*x pigment { Gray } } } // Fin rotate (360*clock)*y scale <1,1.2,1> }