// Last edited on 2003-10-22 00:44:17 by stolfi global_settings { max_trace_level 10 } #include "colors.inc" #declare ctr = <0, 5, 0>; #declare camdir = <32, 15, -13>; camera { location ctr + 0.80*camdir right -1.00*x up 0.75*y sky y // Qual direção é "para cima"? look_at ctr } light_source{ 100*<20, 22, -10> 1.2*White } light_source{ 100*<30, 22, +22> 0.6*White } #include "textures.inc" #include "golds.inc" #include "skies.inc" plane { y, 0 //this is the grout pigment { checker color 0.4*White+0.4*Green, color White scale 3 } finish { ambient .1 diffuse .9 } } sky_sphere { S_Cloud5 } #declare cor_cristal = White; #declare tex_cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment {color cor_cristal filter 1.0} } #declare cor_espelho = Grey; #declare tex_espelho = texture { finish { ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } pigment {rgb cor_espelho} } #declare colar = torus { 3, 1 // major and minor radius texture { tex_espelho } scale <0,0.5,0> translate <0,10,0> } #declare cinturao = torus { 7, 3 // major and minor radius texture { tex_espelho } interior { ior 1.5 } translate <0,-1.5,0> } #declare central = cone { <0,1,0>, 7, <0,15,0>, 0 texture { tex_cristal } interior { ior 1.1 } } #declare torre_esq = union { cone { <0,9,-7>, 1, <0,11,-7>, 0 pigment {rgb Red} } cylinder { <0,0,-7>, <0,9,-7>, 1 texture { tex_espelho } } cylinder { //mastro <0,10,-7>, <0,11.5,-7>, 0.1 pigment { White } } //bandeira box { <-0.01,11,-7>, <+0.01,11.5,-9> pigment { White } } torus { 1.4, 0.9 // major and minor radius texture { tex_espelho } scale <1,0.5,1> translate <0,8,-7> } torus { 1.4, 0.9 // major and minor radius texture { tex_espelho } scale <1,0.5,1> translate <0,6,-7> } } #declare entrada = cone { <3,1,0>, 3, <14,1,0>, 3 texture { tex_espelho } interior { ior 1.1 } scale<1,1.5,1> translate <0,-1.5,0> } // Aqui está a cena, finalmente: union { object {colar} object {torre_esq} object {torre_esq translate <0,0,+14>} difference { union { object {cinturao} object {central} } object{entrada} } }