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#declare — Public Fediverse posts

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  1. 儚く尊い花 Скороминуща і дорогоцінна квітка
    妾、ポイズン雷花が告げる!
    Я, Poison_Raika, заявляю про це!

    note.com/poison_raika/n/nd622e

    <>

    #declare #peace #dialogue #goodwill #alone #moment #greed #jealousy #fangs #disappears #wild #beast #human #ferocious #cruel #creature #never #forget

  2. @LilHulkQ

    One good suggestion is Beshear just calling the seat vacant, and set a date for the election and appoint a replacement. Just do it.

    #uspol #declare

  3. @LilHulkQ

    One good suggestion is Beshear just calling the seat vacant, and set a date for the election and appoint a replacement. Just do it.

    #uspol #declare

  4. 儚く尊い花 Скороминуща і дорогоцінна квітка
    妾、ポイズン雷花が告げる!
    Я, Poison_Raika, заявляю про це!

    note.com/poison_raika/n/nd622e

    <>

    #declare #peace #dialogue #goodwill #alone #moment #greed #jealousy #fangs #disappears #wild #beast #human #ferocious #cruel #creature #never #forget

  5. An independent expert body, the Pan-European Commission on Climate and Health, is urging the World Health Organization (WHO) to immediately declare the escalati... news.osna.fm/?p=46236 | #news #climate #crisis #declare #emergency

  6. An independent expert body, the Pan-European Commission on Climate and Health, is urging the World Health Organization (WHO) to immediately declare the escalati... news.osna.fm/?p=46236 | #news #climate #crisis #declare #emergency

  7. 儚く尊い花 Скороминуща і дорогоцінна квітка
    妾、ポイズン雷花が告げる!
    Я, Poison_Raika, заявляю про це!

    note.com/poison_raika/n/nd622e

    <>

    #declare #peace #dialogue #goodwill #alone #moment #greed #jealousy #fangs #disappears #wild #beast #human #ferocious #cruel #creature #never #forget

  8. Houthis declare fingers on trigger for potential conflict with US and Israel

    misryoum.com/us/world-news/hou

    NEWYou can now listen to US News Hub MISRYOUM News articles! The Iran-backed Houthi terrorist movement has yet to enter the conflict on Iran's side but in recent days has been ratcheting up its rhetoric in support of Tehran,...

    #Houthis #declare #fingers #trigger #for #potential #conflict #with #and #Israel #US_News_Hub #misryoum_com

  9. 儚く尊い花 Скороминуща і дорогоцінна квітка
    妾、ポイズン雷花が告げる!
    Я, Poison_Raika, заявляю про це!

    note.com/poison_raika/n/nd622e

    <>

    #declare #peace #dialogue #goodwill #alone #moment #greed #jealousy #fangs #disappears #wild #beast #human #ferocious #cruel #creature #never #forget

  10. I hereby #declare, that #ultimations are the highest form of #insult, and the lowest form of #threat. Because they on their own, hold no direct #power over anyone.
    As a result, #blackmail is only as strong as its counterpart, #whitemail. Both in #strength and #purpose alike.

  11. @tth Ok, je me lance...

    Un petit truc sympa avec #povray et ce qu'on peut faire avec la directive #macro :

    #declare Rng1 = seed(1337);
    #macro Bubble ()
    sphere {
    	0, 0.10
    	#if ( rand(Rng1) < 0.5 )	pigment { color Cyan }
    	#else				pigment { color Magenta }
    	#end
    	}
    #end
    #macro Un_Machin ()
    union	{
    	#for (Y, -8, 8, 2)
    	    object { Bubble() translate y*Y*0.1 }
    	#end
    	}
    #end
    #declare Les_Machins = object
    {
    union	{
    	#for (X, -7, 7)
    	    object { Un_Machin() translate x*X*0.6 }
    	#end
    	}
    }
    object { Les_Machins }
    

    https://git.tetalab.org/tTh/HexaCone/commit/2ed567a33ca481a08b20384321b94ce1c121bbf0

  12. 𝙇𝙪𝙘𝙮 𝘽𝙪𝙗𝙗𝙡𝙚, by Rob McGregor, 2012

    𝘏𝘦𝘳𝘦'𝘴 𝘢 𝘣𝘶𝘣𝘣𝘭𝘦 𝘮𝘢𝘵𝘦𝘳𝘪𝘢𝘭 𝘤𝘰𝘥𝘦:

    #𝚍𝚎𝚌𝚕𝚊𝚛𝚎 𝙼_𝙱𝚞𝚋𝚋𝚕𝚎 = 𝚖𝚊𝚝𝚎𝚛𝚒𝚊𝚕 {
    𝚝𝚎𝚡𝚝𝚞𝚛𝚎 {
    𝚙𝚒𝚐𝚖𝚎𝚗𝚝 { 𝚛𝚐𝚋𝚝 𝟶.𝟿𝟿 }
    𝚏𝚒𝚗𝚒𝚜𝚑 {
    𝚍𝚒𝚏𝚏𝚞𝚜𝚎 𝟶
    𝚛𝚎𝚏𝚕𝚎𝚌𝚝𝚒𝚘𝚗 { 𝟶.𝟶𝟻, 𝟷 𝚏𝚛𝚎𝚜𝚗𝚎𝚕 𝚘𝚗 }
    𝚜𝚙𝚎𝚌𝚞𝚕𝚊𝚛 𝟶.𝟿𝟿 𝚛𝚘𝚞𝚐𝚑𝚗𝚎𝚜𝚜 𝟶.𝟶𝟶𝟷
    𝚌𝚘𝚗𝚜𝚎𝚛𝚟𝚎_𝚎𝚗𝚎𝚛𝚐𝚢
    𝚒𝚛𝚒𝚍 { 𝟶.𝟸𝟻
    𝚝𝚑𝚒𝚌𝚔𝚗𝚎𝚜𝚜 𝟶.𝟸𝟻
    𝚝𝚞𝚛𝚋𝚞𝚕𝚎𝚗𝚌𝚎 𝟷.𝟸
    }
    }
    }
    𝚒𝚗𝚝𝚎𝚛𝚒𝚘𝚛 { 𝚒𝚘𝚛 𝟷.𝟶𝟶𝟷 }
    }

    #ポヴエイブル
    #ポヴレイ
    #POVaBle
    #Art
    #DigitalArt
    #Creative
    #3dart
    #cgi
    #ConceptArt
    #render
    #POVRay

  13. 𝙇𝙪𝙘𝙮 𝘽𝙪𝙗𝙗𝙡𝙚, by Rob McGregor, 2012

    𝘏𝘦𝘳𝘦'𝘴 𝘢 𝘣𝘶𝘣𝘣𝘭𝘦 𝘮𝘢𝘵𝘦𝘳𝘪𝘢𝘭 𝘤𝘰𝘥𝘦:

    #𝚍𝚎𝚌𝚕𝚊𝚛𝚎 𝙼_𝙱𝚞𝚋𝚋𝚕𝚎 = 𝚖𝚊𝚝𝚎𝚛𝚒𝚊𝚕 {
    𝚝𝚎𝚡𝚝𝚞𝚛𝚎 {
    𝚙𝚒𝚐𝚖𝚎𝚗𝚝 { 𝚛𝚐𝚋𝚝 𝟶.𝟿𝟿 }
    𝚏𝚒𝚗𝚒𝚜𝚑 {
    𝚍𝚒𝚏𝚏𝚞𝚜𝚎 𝟶
    𝚛𝚎𝚏𝚕𝚎𝚌𝚝𝚒𝚘𝚗 { 𝟶.𝟶𝟻, 𝟷 𝚏𝚛𝚎𝚜𝚗𝚎𝚕 𝚘𝚗 }
    𝚜𝚙𝚎𝚌𝚞𝚕𝚊𝚛 𝟶.𝟿𝟿 𝚛𝚘𝚞𝚐𝚑𝚗𝚎𝚜𝚜 𝟶.𝟶𝟶𝟷
    𝚌𝚘𝚗𝚜𝚎𝚛𝚟𝚎_𝚎𝚗𝚎𝚛𝚐𝚢
    𝚒𝚛𝚒𝚍 { 𝟶.𝟸𝟻
    𝚝𝚑𝚒𝚌𝚔𝚗𝚎𝚜𝚜 𝟶.𝟸𝟻
    𝚝𝚞𝚛𝚋𝚞𝚕𝚎𝚗𝚌𝚎 𝟷.𝟸
    }
    }
    }
    𝚒𝚗𝚝𝚎𝚛𝚒𝚘𝚛 { 𝚒𝚘𝚛 𝟷.𝟶𝟶𝟷 }
    }

    #ポヴエイブル
    #ポヴレイ
    #POVaBle
    #Art
    #DigitalArt
    #Creative
    #3dart
    #cgi
    #ConceptArt
    #render
    #POVRay

  14. From a #commercial aspect, we want the #government 🏢 to #declare what the #standards are and then get out of the way.

    What you want to avoid is #regulation that locks in a specific set of technologies 🧰 as opposed to expectations for #performances of behavior.

    If #policy questions “linger” too long, investors will be scared off, stymying* the company’s growth.

    The present “#piecemeal, fragmented licensing approach” needs to be #streamlined. Technology’s #speed and regulation’s #slowness causes friction aerospace.csis.org/the-private

    *stymie somebody : oxfordlearnersdictionaries.com

    #SpaceRegulation #SpacePolitics #SpaceCompany

  15. From a aspect, we want the 🏢 to what the are and then get out of the way.

    What you want to avoid is that locks in a specific set of technologies 🧰 as opposed to expectations for of behavior.

    If questions “linger” too long, investors will be scared off, stymying* the company’s growth.

    The present “#piecemeal, fragmented licensing approach” needs to be . Technology’s and regulation’s causes friction aerospace.csis.org/the-private

    *stymie somebody : oxfordlearnersdictionaries.com

  16. Woah. Now ProPublica tells us that Crow bought the house Thomas' mother was living in, and dumped money into it to fix it up for her, let her live there rent free, payed her property taxes for her... How is it that we're not moving now to impeach Clarence Thomas?
    #Impeach #Clarence #Thomas #judge #SCOTUS #lawbreaker #declare #gifts #bribes #ethics #rules #since #watergate #conservative #thinktank #submits to #SupremeCourt #Crow #billionaire #buys #influence #over #court propublica.org/article/clarenc

  17. Woah. Now ProPublica tells us that Crow bought the house Thomas' mother was living in, dumped money into it to fix it up for her, let her live there rent free, payed her property taxes for her... How is it that we're not moving now to impeach Clarence Thomas?
    #Impeach #Clarence #Thomas #judge #SCOTUS #justice #lawbreaker #declare #gifts #ethics #rules #since #Watergate #conservative #Crow #thinktank #submits #amicus #briefs to #SupremeCourt #billionaire #buys #influence propublica.org/article/clarenc

  18. Today, we build off of the 𝓉𝑒𝓇𝓂𝒾𝓃𝒶𝓁 𝓋𝑒𝓁𝑜𝒸𝒾𝓉𝓎 in the previous Drop and focus on leveling up the safety, resilience, and utility of our humble (and very likely way too populated) shell environments.

    Drop #216 (2023-03-09)

    EPA (Environment Protection & Agency)

    #declare/#readonly; write safer scripts & communicate intent to your future self and team
    #direnv/#quickenv;per-dir/project environments (Golang)
    #autoenv; slightly different take on ^^ in Rust

    Read/sub: dailyfinds.hrbrmstr.dev/p/drop

  19. @Maira_Nekomori /raytrace @@begin

    global_settings { assumed_gamma 2.2 }

    #include "colors.inc"
    #include "shapes.inc"
    #include "textures.inc"
    #include "glass.inc"
    #include "consts.inc" // Index of refraction constants

    camera {
    location <0.0, 2, -10>
    direction <0.0, 0.0, 1>
    angle 40
    up <0.0, 1.0, 0.0>
    right <4/3, 0.0, 0.0>
    look_at <0, 0, 0>
    }

    light_source { <30, 50, -50> color White }

    light_source { <-30, 10, 20> color Gray50 }

    fog { color Gray50 distance 200 } // This fog reaches max density at 200z

    // Background sphere
    sphere { <0, 0, 0>, 1
    hollow on
    finish { crand 0.015 }
    pigment {
    gradient y
    color_map {
    [0.0 1.0 color Gray80 color Gray30]
    }
    scale 10000
    }
    }

    // A lens. This uses the Ellipsoid quadric to make it independantly
    // scalable, but it would be faster to use spheres.
    // It is designed "sideways" so you can see the thickness.
    // It is then rotated 90o on Y so the viewer is looking through the lens.
    #declare Lens_Thickness = 0.35;
    #declare Lens_Diameter = 1.5;

    #declare Lens =
    intersection {
    sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
    sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }

    interior{ior Flint_Glass_Ior}
    texture {
    T_Glass3
    finish {
    reflection 0 // Over-ride reflection
    }
    }

    scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
    }


    plane { y, -4
    pigment {
    checker color HuntersGreen color SummerSky
    scale <3, 1, 3>
    }
    finish {
    ambient 0.2
    diffuse 0.6
    }
    }

    object { Lens rotate 80*y }

    // A sphere in the distance
    sphere { <3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange} }

    object { Cylinder_X
    finish {
    Phong_Shiny
    ambient 0.25
    diffuse 0.6
    }
    pigment {
    granite
    scale 2
    }

    rotate -75*y
    translate <0 ,-3, 25>
    }


    @@end
  20. @Maira_Nekomori Now a 3D chart! /raytrace
    @@begin

    #include "colors.inc"
    #include "textures.inc"
    #include "stones.inc"

    #declare sky_flag = 1;
    #declare star_flag = 1;
    #declare arrow_flag = 1;
    #declare mkernel_flag = 1;
    #declare explosion_flag = 1;
    #declare components_flag = 1;
    #declare myfont = "timrom.ttf";

    camera {
    location <-3*1.1,-5*1.1,-8*1.1>
    look_at <-0.30,-0.6,0>
    }

    light_source {
    <-2,-5,-5>
    color rgb <1,1,1>
    }

    light_source {
    <6,10,-9>
    color rgb <1,1,1>
    }

    #if (explosion_flag)

    #declare R1 = seed(12345);
    #declare Explosion = object {
    merge {
    #declare num = 0;
    #declare max_num = 40;
    #while (num<max_num)
    sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    finish {
    ambient 0
    diffuse 0
    }
    interior {
    media {
    emission 1.5
    intervals 1
    samples 5
    method 3
    density {
    spherical
    ramp_wave
    turbulence 1
    color_map {
    [ 0.0 color rgbt <1, 0, 0, 1> ]
    [ 0.5 color rgbt <1, 1, 0.5, 0> ]
    [ 1.0 color rgbt <1, 1, 1, 0> ]
    }
    }
    }
    }
    hollow
    #declare halo_ypos = rand(R1)/2;
    #declare halo_size = 2/(2+halo_ypos*40);
    scale halo_size
    scale <1,rand(R1)/4 + 0.75,1>
    scale 0.5
    rotate <0,0,rand(R1)*360>
    translate <rand(R1)*(halo_size+0.2), - rand(R1)*(halo_size+0.2) - halo_ypos*2, num/100>
    }
    #declare num = num + 1;
    #end
    }
    }

    object { Explosion scale 0.7 rotate <45,0,0> translate <4.2,0,-0.54> rotate <0,0,4*60+30>}
    object { Explosion scale 0.7 rotate <45,0,0> translate <3.6,0,-0.54> rotate <0,0,3*60+40>}

    #end /* explosion */


    #if (star_flag)
    difference {
    merge {
    difference {
    cylinder {
    <0, 0, -0.5>, <0, 0, 0.5>, 2
    }
    #declare alp = 0;
    #while (alp < 360)
    cylinder {
    <2.2, 0, -0.6>, <2.2, 0, 0.6>, (4*3.14159 + 3.6)/16
    rotate <0,0,alp>
    }
    #declare alp = alp + 60;
    #end
    } /* difference */
    #declare alp = 30;
    #while (alp < 360)
    difference {
    merge {
    box {
    <0.5,-0.1,-0.8>,<2.05,0.1,0.8>
    }
    box {
    <2.05,-0.1,-0.8>,<6,0.1,0.8>
    pigment { color rgb <0.4,0.4,0.4> }
    }
    #declare b_y = -0.85;
    #while (b_y < 0.8)
    #declare b_x = 1.8;
    #while (b_x < 6.5)
    box {
    <b_x,-0.15,b_y>,<b_x+0.45,0.15,b_y+0.21>
    }
    box {
    <b_x+0.25,-0.15,b_y+0.3>,<b_x+0.25+0.45,0.15,b_y+0.3+0.21>
    }
    #declare b_x = b_x + 0.5;
    #end
    #declare b_y = b_y + 0.6;
    #end
    texture {
    T_Stone24
    scale 2
    finish {ambient 0.65 reflection 0}
    }
    } /* merge */
    box {
    <5.5,-5,-5>,<10,5,5>
    }
    rotate <0,0,alp>
    } /* difference */
    #declare alp = alp + 60;
    #end
    } /* merge */
    sphere {
    <0,0,0>, 1.3 scale <1,1,0.7>
    }
    sphere {
    <0,0,-5> 4.5
    }
    texture {
    T_Stone24
    scale 2
    finish { ambient 0.65 reflection 0 }
    }
    }
    #end /* star */


    #if (mkernel_flag)

    sphere {
    <0,0,0>, 1.3 scale <1,1,0.7>
    texture{
    Polished_Chrome
    pigment{color rgbt <0.7,0.4,0,0.5>}
    finish {ambient 0.55 diffuse 0.55 phong 1 reflection 0}
    }
    }

    text {
    ttf myfont "Micro-" 0, 0
    pigment { color rgb <1,1,0.9> }
    scale 0.6
    translate <-0.75,0.1,-0.2>
    finish {ambient 1.4}
    }
    text {
    ttf myfont "kernel" 0, 0
    pigment { color rgb <1,1,0.9> }
    scale 0.6
    translate <-0.75,-0.5,-0.2>
    finish {ambient 1.4}
    }

    #end /* mkernel */


    #if (arrow_flag)

    #declare sca = 3.1415/180;
    #declare alp = 4*60*sca;
    #declare bet = 3*60*sca;

    /* arrow through kernel */
    difference {
    merge {
    sphere_sweep {
    b_spline
    5,
    <7*cos(alp),7*sin(alp),0>,0.1,
    <3*cos(alp),3*sin(alp),0>,0.1,
    <0,0,0>,0.1,
    <2*cos(bet),2*sin(bet),0>,0.1,
    <4*cos(bet),4*sin(bet),0>,0.1
    }
    cone {
    <2*cos(bet),2*sin(bet),0>,0.2,
    <2.5*cos(bet),2.5*sin(bet),0>,0
    }
    }
    box {<-5,-5,0.01>, <5,5,5>}
    box {<-5,-5,-0.01>, <5,5,-5>}
    pigment {color rgb <0.5,0.6,0.5>}
    finish {ambient 0.5}
    }
    merge {
    sphere_sweep {
    b_spline
    5,
    <7*cos(alp),7*sin(alp),0>,0.02,
    <3*cos(alp),3*sin(alp),0>,0.02,
    <0,0,0>,0.02,
    <2*cos(bet),2*sin(bet),0>,0.02,
    <4*cos(bet),4*sin(bet),0>,0.02
    }
    cone {
    <2*cos(bet),2*sin(bet),0>,0.05,
    <2.4*cos(bet),2.4*sin(bet),0>,0
    }
    pigment {color rgb <0.7,1,0.7>}
    finish {ambient 1}
    }

    /* arrows to walls */
    intersection {
    merge {
    cone {
    <4.2,-0.6,-0.14>,0.1,
    <4.2,0.9,-0.14>,0.1
    }
    cone {
    <4.2,0.9,-0.14>,0.2,
    <4.2,1.4,-0.14>,0
    }
    }
    box {<-5,-5,-0.13>,<5,5,-0.15>}
    pigment {color rgb <0.7,0.4,0.4>}
    finish {ambient 0.5}
    rotate <0, 0, 4*60+10>
    }
    merge {
    cone {
    <4.2,-0.6,-0.14>,0.02,
    <4.2,0.9,-0.14>,0.02
    }
    cone {
    <4.2,0.9,-0.14>,0.05,
    <4.2,1.4,-0.14>,0
    }
    pigment {color rgb <1.0,0.7,0.7>}
    finish {ambient 1}
    rotate <0, 0, 4*60+10>
    }

    intersection {
    merge {
    cone {
    <3.6,0.1,-0.14>,0.1,
    <3.6,-0.65,-0.14>,0.1
    }
    cone {
    <3.6,-0.65,-0.14>,0.2,
    <3.6,-1.15,-0.14>,0
    }
    }
    box {<-5,-5,-0.13>,<5,5,-0.15>}
    pigment {color rgb <0.7,0.4,0.4>}
    finish {ambient 0.5}
    rotate <0, 0, 4*60-10>
    }
    merge {
    cone {
    <3.6,0.1,-0.14>,0.02,
    <3.6,-0.65,-0.14>,0.02
    }
    cone {
    <3.6,-0.65,-0.14>,0.05,
    <3.6,-1.15,-0.14>,0
    }
    pigment {color rgb <1.0,0.7,0.7>}
    finish {ambient 1}
    rotate <0, 0, 4*60-10>
    }

    #end /* arrows */


    #if (sky_flag)

    #declare Orange_Yellow = color rgb <1,0.8,0.0>*0.7;

    sphere{
    <0,0,0>,1 hollow
    texture{
    pigment{
    gradient <0,1,0>
    turbulence 0.75
    color_map{
    [0 color White*0.7]
    [0.8 color Orange_Yellow*0.7]
    [1.0 color White*0.7]
    }
    quick_color White
    scale 4
    rotate<180,0,30>
    }
    finish {ambient 1 diffuse 0}
    }
    scale 10000
    }

    #end /* sky */


    #if (components_flag)

    #macro msina_comp (main_color,interface_color,comp_index)
    merge {
    cylinder {
    <2,0,-0.5> <2,0,0.5> 1
    texture{
    Polished_Chrome
    pigment{color interface_color}
    finish {ambient 0.55 diffuse 0.55 phong 1 reflection 0}
    }
    }
    difference {
    cylinder {
    <-1.5,0,-0.51> <-1.5,0,0.51> 5
    }
    box {
    <-6,0,-0.6>,<6,6,0.6>
    rotate <0,0,30>
    }
    box {
    <-6,0,-0.6>,<6,-6,0.6>
    rotate <0,0,-30>
    }
    box {
    <-6,-6,-0.6>,<1.5,6,0.6>
    }
    }
    translate <1.5,0,0>
    texture{
    Polished_Chrome pigment{color main_color}
    finish {ambient 0.55 diffuse 0.55 phong 1 reflection 0}
    }
    rotate <0,0,comp_index*60>
    }
    #end /* msina_comp macro */

    #macro msina_text (string, scale_value, trans_value)
    text {
    ttf myfont string 0.3, 0
    pigment { White }
    scale scale_value
    translate trans_value
    }
    #end /* msina_text macro */

    msina_text ("TCP", 0.8, <3.1,-0.25,-0.58>)
    msina_comp (rgb <0.5,0.5,0.6>, rgb <0.7,0.4,0.0>, 0)

    msina_text ("IP", 1, <1.5,3.1,-0.58>)
    msina_comp (rgb <0.5,0.6,0.5>, rgb <0.7,0.4,0.0>, 1)

    msina_text ("Krypto", 0.6, <-3,3.1,-0.58>)
    msina_comp (rgb <0.6,0.5,0.6>, rgb <0.7,0.4,0.0>, 2)

    msina_text ("Key", 0.5, <-4.5,0.25,-0.58>)
    msina_text ("Manager", 0.5, <-4.8,-0.32,-0.58>)
    msina_comp (rgb <0.4,0.6,0.6>, rgb <0.7,0.4,0.0>, 3)

    msina_text ("Network", 0.6, <-3.2,-3.45,-0.58>)
    msina_comp (rgbt <0.6,0.4,0.4,0.5>, rgbt <0.7,0.4,0.0,0.5>, 4)

    msina_text ("Network", 0.6, <1.0,-3.45,-0.58>)
    msina_comp (rgb <0.6,0.6,0.4>, rgb <0.7,0.4,0.0>, 5)

    #end /* components */

    @@end
  21. @Maira_Nekomori Please show fedi some /raytrace
    @@begin
    #include "colors.inc"
    #include "textures.inc"
    #include "stones.inc"

    camera {
    location <-1.5,-1.5,-31>
    look_at <-1.5,-1.5,0>
    }

    light_source {
    <-5,5,-20>
    color rgb <1,1,1>
    }

    sphere{<0,0,0>,1 hollow
    texture{
    pigment{gradient <0,1,0>
    color_map{[0 color <0.0,0.0,0.0>]
    [1 color <0.15,0.22,0.3>]}
    }
    finish {ambient 1 diffuse 0}
    }
    translate <0,0.5,0>
    scale 10000
    }

    union{
    #declare num_steps = 15000;
    #declare alp = 0;
    #declare alp_inc = 12*360/num_steps;
    #declare bet = 0;
    #declare bet_inc = 12*263/num_steps;
    #declare gam = 0;
    #declare gam_inc = 2*3.14/num_steps;
    #declare dy = 40/num_steps;
    #declare ypos = -20;
    #while (ypos < 20)
    sphere {
    <0,0,0>, sin(gam)*sin(gam)
    scale <0.2,1,1>
    rotate <0,0,bet>
    translate <7*sin(gam),ypos,0>
    rotate <0,alp,0>
    }
    #declare alp = alp + alp_inc;
    #declare bet = bet + bet_inc;
    #declare gam = gam + gam_inc;
    #declare ypos = ypos + dy;
    #end
    rotate <30,40,-30>
    texture {Gold_Nugget}
    }

    @@end
  22. CW: MairaBot raytracing test
    @Maira_Nekomori /raytrace @@begin
    #version 3.7;
    #declare Rad_Quality = 2;

    global_settings {
    assumed_gamma 1.0

    #switch (Rad_Quality)
    #case (1)
    radiosity { // --- Settings 1 (fast) ---
    pretrace_start 0.08
    pretrace_end 0.02
    count 50
    error_bound 0.5
    recursion_limit 1
    }
    #break
    #case (2)
    radiosity { // --- Settings 2 (medium quality) ---
    pretrace_start 0.08
    pretrace_end 0.01
    count 120
    error_bound 0.25
    recursion_limit 1
    }
    #break
    #case (3)
    radiosity { // --- Settings 3 (high quality) ---
    pretrace_start 0.08
    pretrace_end 0.005
    count 400
    error_bound 0.1
    recursion_limit 1
    }
    #break
    #case (4)
    radiosity { // --- Settings 4 (medium quality, recursion_limit 2) ---
    pretrace_start 0.08
    pretrace_end 0.005
    count 350
    error_bound 0.15
    recursion_limit 2
    }
    #break
    #end

    }

    fog {
    fog_type 2
    fog_alt 1.3
    fog_offset 0
    color rgb <0.7, 0.8, 0.9>
    distance 800
    }

    light_source {<1000, 10000, -15000> color rgb <1.0, 0.9, 0.78>*2.3}

    sphere { // --- Sky ---
    <0, 0, 0>, 1
    texture {
    pigment {
    gradient y
    color_map {
    [0.0 color rgb < 1.0, 1.0, 1.0 >]
    [0.3 color rgb < 0.5, 0.6, 1.0 >]
    }
    }
    finish { diffuse 0 #if (version < 3.7) ambient 1 #else emission 1 #end }
    }
    scale 10000
    hollow on
    no_shadow
    }

    //===================== THE SCENERY ITSELF ====================================

    #include "colors.inc"

    camera { location <500,150,0>
    angle 65 // direction z
    right x*image_width/image_height
    look_at <0,150,320>
    }

    plane {y,0 pigment {color rgb <0.776,0.706,0.706>}}

    #declare Arch_01 =
    union {
    difference {
    cylinder {<-20,0,0>,<20,0,0>,140}
    cylinder {<-21,0,0>,<21,0,0>,130}
    torus {130 2 rotate z*90 translate x*20}
    torus {130 2 rotate z*90 translate x*-20}
    }
    difference {
    cylinder {<-18,0,0>,<18,0,0>,130}
    cylinder {<-21,0,0>,<21,0,0>,125}
    }
    torus {139 1 rotate z*90 translate x*20}
    torus {136 1 rotate z*90 translate x*20}
    torus {139 1 rotate z*90 translate x*-20}
    torus {136 1 rotate z*90 translate x*-20}
    clipped_by {plane {y,0 inverse}}
    }

    #macro SphereBox (Radius)
    #local SpRad = sqrt (Radius*Radius + Radius*Radius);
    intersection {
    sphere {0,SpRad}
    box {<-Radius,0,-Radius>,<Radius,Radius,Radius>}
    }
    #end

    #declare Column_01 = union {
    box {<-40,0,-40>,<40,50,40>}
    box {<-35,50,-35>,<35,60,35>}
    cylinder {<0,60,0>,<0,66,0>,28}
    torus {28 3 translate y*63}
    difference {
    cylinder {<0,66,0>,<0,70,0>,25}
    torus {25 2 translate y*68}
    }
    cylinder {<0,70,0>,<0,74,0>,25}
    torus {25 2 translate y*72}
    cylinder {<0,74,0>,<0,76,0>,25}
    sphere {<0,0,0>,23 scale <1,15,1> translate y*76 clipped_by {cylinder {<0,76,0>,<0,265,0>,30}}}
    torus {20 2 translate y*255}
    torus {19 2 translate y*258}
    object {SphereBox (20) rotate z*180 translate y*(260+22)}
    box {<-25,282,-25>,<25,285,25>}
    box {<-20,285,-22>,<20,295,22>}
    difference {
    cylinder {<-22,290,0>,<22,290,0>,5}
    cylinder {<-23,290,0>,<23,290,0>,3}
    }
    box {<-23,295,-23>,<23,298,23>}
    box {<-28,298,-28>,<28,300,28>}
    }

    #declare Vault_01 =
    difference {
    box {<-160,0,-160>,<160,250,160>}
    cylinder {<-170,0,0>,<170,0,0>,130}
    cylinder {<-170,0,0>,<170,0,0>,130 rotate y*90}
    }

    #declare Vault_02 = //(vault de coin)
    difference {
    union {
    box {<-180,0,-160>,<180,250,160>}
    box {<-160,0,-180>,<160,250,180>}
    }
    cylinder {<-190,0,0>,<190,0,0>,130}
    cylinder {<-190,0,0>,<190,0,0>,130 rotate y*90}
    }

    #declare Spindle_01 =
    lathe{
    cubic_spline
    12,
    <0.017005,-0.005668>,
    <0.117619,-0.004251>,
    <0.123287,0.072272>,
    <0.068020,0.124704>,
    <0.076523,0.195559>,
    <0.141709,0.444967>,
    <0.075106,0.524324>,
    <0.138875,0.616435>,
    <0.055267,0.916859>,
    <0.137458,0.973543>,
    <0.161549,1.000468>,
    <0.204061,0.991965>
    }

    #declare Band_01 =
    union {
    box {<0,0,-25>,<-1,60,25>}
    box {<0,0,-25>,<5,2,25>}
    box {<0,8,-25>,<3,2,25>}
    box {<0,8,-25>,<6,15,25>}
    box {<0,8,-10>,<6,15,-8>}
    box {<0,8,10>,<6,15,8>}
    box {<0,20,-25>,<3,19,25>}
    box {<0,50,-25>,<5,60,25>}
    box {<0,50,-25>,<3,55,25>}
    box {<0,20,-2>,<3,40,-4>}
    box {<0,20,-6>,<3,40,-8>}
    box {<0,20,2>,<3,40,4>}
    box {<0,20,6>,<3,40,8>}
    box {<0,42,-25>,<6,40,25>}
    box {<0,0,-2>,<7,8,-4>}
    box {<0,0,-6>,<7,8,-8>}
    box {<0,0,2>,<7,8,4>}
    box {<0,0,6>,<7,8,8>}
    }

    #declare Balcony_01 = union {
    box {<-10,0,-.5>,<10,10,.5>}
    cylinder {<-10,5,-.5>,<-10,5,.5>,4}
    cylinder {<10,5,-.5>,<10,5,.5>,4}
    }

    #declare Group1 = union {
    object {Arch_01 translate <-490,300,0>}
    object {Arch_01 translate <-490,300,300>}
    object {Arch_01 translate <-490,300,-300>}

    object {Column_01 translate <-490,0,150>}
    object {Column_01 translate <-490,0,-150>}
    object {Column_01 translate <-490,0,-450>}
    object {Column_01 translate <-490,0,450>}

    object {Column_01 translate <-790,0,150>}
    object {Column_01 translate <-790,0,-150>}
    object {Column_01 translate <-790,0,-450>}
    object {Column_01 translate <-790,0,450>}
    object {Column_01 translate <-790,0,-450-40>}
    object {Column_01 translate <-790,0,450+40>}

    object {Arch_01 rotate y*90 translate <-490-150,300,150>}
    object {Arch_01 rotate y*90 translate <-490-150,300,-150>}
    object {Arch_01 rotate y*90 translate <-490-150,300,450>}
    object {Arch_01 rotate y*90 translate <-490-150,300,-450>}
    object {Arch_01 rotate y*90 translate <-490-150,300,450+40>}//doubleaux
    object {Arch_01 rotate y*90 translate <-490-150,300,-450-40>}

    object {Vault_01 translate <-640,300,0>}
    object {Vault_01 translate <-640,300,300>}
    object {Vault_01 translate <-640,300,-300>}
    object {Vault_02 translate <-640,300,640>}//coin

    #declare I=0;
    #while (I < 1000)
    object {Band_01 translate <-480,500,(-470 + I)>}
    #declare I=I+50;
    #end

    #declare I=0;
    #while (I < 1000)
    object {Spindle_01 scale <60,60,60> translate <-500,550,(-500 + I)>}
    #declare I=I+40;
    #end

    object {Balcony_01 scale <1,1,1020> translate <-500,610,0>}
    object {Balcony_01 scale <1,1,1020> translate <-500,610,0> rotate y*90}
    object {Balcony_01 scale <1,1,1020> translate <-500,610,0> rotate y*180}
    object {Balcony_01 scale <1,1,1020> translate <-500,610,0> rotate y*270}

    box {<-790,0,-810>,<-810,450,810>}

    }

    #declare PatioComplete = union {
    object {Group1}
    object {Group1 rotate y*90}
    object {Group1 rotate y*180}
    object {Group1 rotate y*270}
    }

    object {PatioComplete
    pigment {Wheat}
    finish {ambient 0.0 diffuse 0.6}
    }

    #declare Paving_01 =
    union {
    box {<-40,0,-490>,<40,.1,490> translate x*150}
    box {<-40,0,-490>,<40,.1,490> translate x*-150}
    box {<-40,0,-490>,<40,.1,490> translate x*490}
    box {<-40,0,-490>,<40,.1,490> translate x*-480}

    texture {
    pigment {color rgb <0.706,0.714,0.776>*.8}
    finish {ambient 0.0 diffuse 0.6}
    }
    }

    object {Paving_01}
    object {Paving_01 rotate y*90}

    @@end
  23. Hey fedi!
    @Maira_Nekomori /raytrace @@begin
    // This work is licensed under the Creative Commons Attribution 3.0 Unported License.
    // To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/
    // or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View,
    // California, 94041, USA.

    // Persistence Of Vision Ray Tracer Scene Description File
    // File: radiosity2.pov
    // Desc: radiosity tutorial scene
    // Date: 2000-2001
    // Auth: Christoph Hormann

    // -w240 -h180 +a0.3

    //#version 3.6;
    #version 3.7;

    #declare use_light=true;

    global_settings {
    assumed_gamma 1.0
    radiosity {
    pretrace_start 0.08
    pretrace_end 0.04
    count 35

    nearest_count 5
    error_bound 0.2
    recursion_limit 1

    low_error_factor .5
    gray_threshold 0.0
    minimum_reuse 0.015
    brightness 1

    adc_bailout 0.01/2

    }
    }

    #if (use_light)
    light_source {
    <-1.5, 1, -0.5>*10000
    color rgb <1.0, 0.92, 0.77>
    }
    #end

    camera {
    location <3.8, 7.8, -10>
    look_at <0.0, 0.0, 0.0>
    }


    sphere {
    <0, 0, 0>, 1
    texture {
    pigment {
    gradient y
    color_map {
    [0.0 color rgb < 0.880, 0.935, 0.976 >]
    [0.2 color rgb < 0.300, 0.450, 0.950 >]
    }
    }
    finish { diffuse 0 #if (version < 3.7) ambient 1 #else emission 1 #end }
    }
    hollow on
    no_shadow
    scale 30000
    }


    #declare FinX= finish { diffuse 0.65 #if (version < 3.7) ambient 0 #end }

    #declare Wing_Length=4;
    #declare Wing_Round=1.2;
    #declare Wing_Rad=0.4;

    #declare Wing=
    union {
    cylinder { <0, 0, 0>, < 0, 0, Wing_Length>, Wing_Rad }
    intersection {
    torus { Wing_Round, Wing_Rad }
    box { <0, -5, 0>, < 5, 5, 5> }
    rotate 90*z
    rotate 180*y
    translate < 0, -Wing_Round, -Wing_Length>
    }
    cylinder { <0, -Wing_Round, -Wing_Length-Wing_Round>,
    <0, -Wing_Round-10, -Wing_Length-Wing_Round>, Wing_Rad }
    }

    union {
    superellipsoid { <0.7, 0.3>
    texture {
    pigment { color rgb <1.0, 0.7, 0.6> }
    finish { FinX }
    }
    }
    object { Wing }
    object { Wing rotate 180*y }

    torus { Wing_Length+Wing_Round, 0.5 translate (0.5-4)*y }
    torus { Wing_Length+Wing_Round, 1.0 scale < 1, 0.1, 1> translate (0.5-4)*y
    texture {
    pigment { color rgb <1.0, 0.7, 0.6> }
    finish { FinX }
    }
    }

    cylinder { < 0, -4, 0>, < 0, -1, 0>, 1 }

    sphere { < 0, 0, 0> 1
    scale <1.7,0.2,1.7>
    translate -1*y
    }

    box { <-2.8, -3.2, -2.8>, < 2.8, -3.1, 2.8> }

    union {
    cylinder { < -2, 0, 0>, < 2, 0, 0>, 1.0 }
    sphere { < -2, 0, 0> 1.0 }
    sphere { < 2, 0, 0> 1.0 }
    scale < 1.2, 0.2, 1.2>
    }

    translate <0, 4, 0>

    texture {
    pigment { color rgb 1 }
    finish { FinX }
    }
    }



    plane {
    y, 0
    texture {
    pigment { color rgb 1 }
    finish { FinX }
    }
    }

    @@end
  24. #declare : to communicate or manifest explicitly and plainly in any way

    - French: déclare

    - Portuguese: declarar

    - Spanish: declara

    ------------------

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