#macro rnd() (rand(RS)) #end
+// rock size. The larger this number, the closer the camera, and the smaller the bumps.
#declare rsize = 1 + rnd();
camera
look_at <0, 0, 0>
angle 55
-// aperture .12
-// blur_samples 10000
-// focal_point <.6387,.7,-.3193>
-// confidence .99
}
// same light sorce as ship.pov
texture{
pigment{ color rgb <53 / 55, 44 / 55, 36 / 55>}
}
- normal{ bumps 1 scale (0.16 / rsize) }
+ normal { bumps 1 scale (0.16 / rsize) }
- finish {//phong .2
- ambient .1}
+ finish { ambient .1}
}