light_source { x, rgb 1 } isosurface { function { x*x + y*y + z*z + sin(4*x) + sin(4*y) + sin(4*z)-1} contained_by { sphere { 0, 4 } } max_gradient 25 pigment { color rgb <0.8,0.8,1> } normal { bumps 1 } finish { reflection 1 ambient 0.1 diffuse 0.1 } rotate 45*z rotate -126*x translate 3*z }