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// 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}
}
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