#include "skullobjm2.pov" // create a regular point light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color translate <-20, 40, -20> } // perspective (default) camera camera { location <0, -.58, -1.22> look_at < 0, -.58, 0.0> right x*image_width/image_height } #declare ProperSkull=union{object{SkullNTeeth rotate x*180 translate x* -.38} //object{HeadBand pigment{color Red} rotate x*180 } } cylinder { <0,-3,0>,<0,3,0>, 0.01 texture { pigment { color rgb<1,1,1> } //normal { bumps 0.5 scale <0.005,0.25,0.005>} finish { phong 0.5 reflection{ 0.00 metallic 0.00} } } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of cylinder ------------------------------------- object{ProperSkull //neat headband, man... rotate y*90 //rotate x*90 translate y*-.5 //rotate y*180 } /* object{ProperSkull //neat headband, man... //rotate y*90 //rotate x*90 //translate y*-.5 translate <1,0,0> //rotate y*180 } object{ProperSkull //neat headband, man... //rotate y*90 //rotate x*90 //translate y*-.5 rotate y*-90 translate <0,-1,0> } object{ProperSkull //neat headband, man... rotate y*180 //rotate x*90 //translate y*-.5 translate <1,-1,0> //rotate y*180 } */