#declare main_mesh = m_MYSOLID; #include "math.inc" #include "finish.inc" #include "transforms.inc" #include "colors.inc" background {color rgb 1} light_source { <-10,-15,15> color White } light_source { <-11,-4,10> color White } light_source { <-10,14,20> color White } global_settings { assumed_gamma 2 } #declare Min = min_extent( main_mesh ); #declare Max = max_extent( main_mesh ); #declare MaxLength = max( Max.x-Min.x, Max.y-Min.y, Max.z-Min.z ); // Calculate camera distace factor - if object is large on Y axis and Z axis move camera further #declare cameraDistance = (((Max.x-Min.x)*(1/MaxLength) > 0.3) & ((Max.y-Min.y)*(1/MaxLength) > 0.95) ? 1: 0.9); camera { location <-1.5*cameraDistance, -1*cameraDistance, 1.1*cameraDistance> angle 45 sky z look_at 0 translate <0,0.05,-0.15> right -1*x } object { main_mesh Center_Trans(main_mesh, x+y+z) // rotate <-90,0,0> rotate <0,90,0> texture { pigment{ SlateBlue } finish { phong .51} } scale (1/MaxLength) }