// Reform of Boaretto's house front wall. #version 3.7; global_settings{ max_trace_level 6 assumed_gamma 1.0 } background{ color rgb < 1.00, 1.00, 1.00 > } #include "js_texture_macros.inc" #declare tx_wall = texture_matte( < 0.800, 0.800, 0.900 > ) #declare tx_grille = texture_epoxy( < 1.000, 1.000, 0.700 > ) #declare tx_found = texture_matte( < 0.700, 0.700, 0.700 > ) #declare tx_brick = texture_matte( < 0.700, 0.500, 0.200 > ) #declare tx_wall_new = texture_matte( < 1.000, 0.300, 0.300 > ) #declare tx_grille_new = texture_epoxy( < 1.000, 0.300, 0.000 > ) #declare tx_found_new = texture_matte( < 0.900, 0.200, 0.200 > ) #declare tx_bug = texture_matte( < 1.000, 0.000, 1.000 > ) #declare tx_ground = texture_tiles_subtle( < 1.000, 0.000, 1.000 >, < 1.000, 1.000, 0.000 >, 100 ) #include "front_wall.inc" #include "front_wall_porch.inc" // Global variables: #declare xplode = 0.0; // 250.0; // Explosion distance (global). #declare eps = 0.1; // Fudge displacement to avoid coincident surfaces. #declare eps3 = < eps, eps, eps >; #local gates_open = false; #local show_ground = true; #local show_grilles = true; #local show_new = true; #local view = 2; #local thing = union{ object{ front_wall( gates_open, show_grilles, show_ground, show_new, "FW" ) } object{ front_wall_porch( "FP" ) translate < -4000, 0, +100 > } } // ---------------------------------------------------------------------- #include "camlight.inc" #include "front_wall_view.inc" front_wall_view(thing, false, view) #declare intens_luz = 1.15; camlight(centro_cena, raio_cena, dir_camera, dist_camera, z, intens_luz)