// pass in a random seed (integer) to this file with +K #include "colors.inc" #declare RS = seed(clock); #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 { up <0, 1, 0> right <1, 0, 0> location <0, 0, -4 / rsize> angle 30 look_at <0, 0, 0> angle 55 } // same light sorce as ship.pov light_source { <-500, 500, -700> White } blob{ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 } threshold 2 texture{ pigment{ color rgb <53 / 55, 44 / 55, 36 / 55>} } normal { bumps 1 scale (0.16 / rsize) } finish { ambient .1} }