// Last edited on 2004-03-14 16:45:24 by stolfi #include "colors.inc" #include "metals.inc" #include "golds.inc" #include "stones1.inc" #include "textures.inc" #declare ctr = < 0.00, 0.00, 0.00 >; #declare camdir = < 1.50, 3.50, 15.0 >; camera { location ctr + 1.00*camdir right -0.80*x up 0.60*y sky y look_at ctr } light_source { //fonte de luz 10*< -3.00, 10.00, 5.00 > color rgb 1.2*< 1.00, 1.00, 1.0 > } light_source { //fonte de luz 10*< 3.00, 5.00, 20.00 > color rgb 0.8*< 1.00, 1.00, 1.00 > } background{ color rgb < 1.00, 1.00, 1.00 > } #declare cor_cristal = < 0.8,0.9,1.5>; #declare cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_cristal filter 1} } //#declare pa = <0,4,0>; //#declare pb = <0,2,0>; //#declare pc = <0,1,0>; #if (clock <= 0.5) #declare rotacao = 360*clock; #declare translacao = -5*clock; #else #declare rotacao = 360*clock; #declare translacao = -5*clock; #end #if ( clock <= 4/7 ) #declare posicao = 0; #declare tamanho = 0; #else #declare posicao = 0 - 10*( (clock - 4/7)/(1-4/7) ); #declare tamanho = (clock - 4/7)/(1-4/7); #end #declare anuncio_1 = text { ttf "latinwd.ttf" "Seja campeao nessa" 0.2, 0 } #declare anuncio_2 = text { ttf "latinwd.ttf" "corrida!" 0.2, 0 } #declare parte_1 = cone { <0,0,0>, 3.5 <0,-.5,0>, 2.6 pigment { color LightBlue } //texture { cristal } } #declare parte_2 = cylinder { <0,0.01,0>, <0,0,0>, 2.3 texture { cristal } interior {ior 1.5} //pigment { color LightBlue } } #declare prato = union { object {parte_1} object {parte_2} } object {prato rotate translate translacao*z} #if ( tamanho != 0 ) object { anuncio_1 scale <1,3,1> scale tamanho translate pigment { color Bronze } finish { F_MetalC } } #end #if ( tamanho != 0 ) object { anuncio_2 scale <1,3,1> scale tamanho translate pigment { color Bronze } finish { F_MetalC } } #end