#local RND1 = seed(1); #local R1 = 1000; #local R2 = 0; #local C = array[2][2][2] { { { <-R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>, <-R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>, }, { <-R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>, <-R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>, }, } { { <+R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>, <+R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>, }, { <+R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>, <+R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>, }, } }; #declare posbi = mesh2 { vertex_vectors { 14, C[0][0][0], C[0][0][1], C[0][1][0], C[0][1][1], C[1][0][0], C[1][0][1], C[1][1][0], C[1][1][1], (C[0][0][0] + C[0][0][1] + C[0][1][0] + C[0][1][1])/4, (C[1][0][0] + C[1][0][1] + C[1][1][0] + C[1][1][1])/4, (C[0][0][0] + C[0][0][1] + C[1][0][0] + C[1][0][1])/4, (C[0][1][0] + C[0][1][1] + C[1][1][0] + C[1][1][1])/4, (C[0][0][0] + C[0][1][0] + C[1][0][0] + C[1][1][0])/4, (C[0][0][1] + C[0][1][1] + C[1][0][1] + C[1][1][1])/4, } texture_list { 4 texture { pigment { color rgb <0.5, 0.5, 0.5> } } texture { pigment { color rgb <0.9, 0.5, 0.5> } } texture { pigment { color rgb <0.5, 0.9, 0.5> } } texture { pigment { color rgb <0.5, 0.5, 0.9> } } } face_indices { 24 <0, 1, 8>, 0, <1, 2, 8>, 1, <2, 3, 8>, 2, <3, 0, 8>, 3, <4, 5, 9>, 0, <5, 6, 9>, 1, <6, 7, 9>, 2, <7, 4, 9>, 3, <0, 1, 10>, 0 <1, 4, 10>, 1, <4, 5, 10>, 2, <5, 0, 10>, 3, <2, 3, 11>, 0 <3, 6, 11>, 1, <6, 7, 11>, 2, <7, 2, 11>, 3, <0, 2, 12>, 0 <2, 4, 12>, 1, <4, 6, 12>, 2, <6, 0, 12>, 3, <1, 3, 13>, 0 <3, 5, 13>, 1, <5, 7, 13>, 2, <7, 1, 13>, 3, } }