#declare mb_brick_texture = texture { pigment { bumps color_map { [ 0.0 color rgb < 0.50, 0.53, 0.55 > ] [ 1.0 color rgb < 0.45, 0.43, 0.40 > ] } } finish { diffuse 0.95 ambient 0.05 specular 0.05 roughness 0.01 } normal { brick normal { granite 0.5 scale 0.05 }, normal { granite 0.2 scale 0.2 } brick_size < 0.240, 0.240, 0.060 > mortar 0.020 translate 0.050 } } #macro mb_window_hole(sx,sz,th) union { box { < -0.5*sx, -0.55*th, 0 >, < +0.5*sx, +0.55*th, sz-0.5*sx > } cylinder { < 0, -0.55*th, sz-0.5*sx >, < 0, +0.55*th, sz-0.5*sx >, 0.49999*sx } } #end #declare mb_room_window_B_hole = mb_window_hole(mb_window_B_width, mb_window_B_height, mb_room_wall_thk) #declare mb_room_window_A_hole = mb_window_hole(mb_window_A_width, mb_window_A_height, mb_room_wall_thk) #declare mb_room_walls_basic = difference { box { -0.5*(mb_room_dims + 0.5*mb_room_wall_thk), +0.5*(mb_room_dims + 0.5*mb_room_wall_thk) } box { -0.5*(mb_room_dims - 0.5*mb_room_wall_thk), +0.5*(mb_room_dims - 0.5*mb_room_wall_thk) } translate 0.5 * mb_room_dims.z * z }