// Last edited on 2003-12-14 20:24:19 by stolfi #include "colors.inc" #include "textures.inc" #include "golds.inc" #include "skies.inc" #include "stones.inc" #declare ctr = <4, 10, 0.5>; #declare camDir = (<6, 15, -17.5>) - (<4, 10, 0.5>); camera { location ctr + 1.00*camDir right 1.00*x up 1.00*y sky y look_at ctr } sky_sphere { S_Cloud4 } plane {y, -3 //this is the grout pigment { checker color Green, color White scale 3 } finish { ambient .4 diffuse .7 } } #declare cor_cristal = Blue; #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 = Black; #declare tex_espelho = texture { finish { ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } pigment {rgb cor_espelho} } light_source{ <15, 20, -25> White } light_source{ <-15, 0, -25> White } #declare infoVisual = union { sphere { <0,0,0>,2 pigment {BrightGold} scale <1,0.8,0.2> } text { ttf "timrom.ttf" "LIV" 0.1, 0.6 texture { tex_espelho } translate -1.8*x -0.5*z -0.8*y scale <0.8,1,1> //translate -0.3*z } } #declare folha = union { box { <0,0,0>,<6.3,8.1,0.2> pigment {White} } #declare i=0; #while (i<2) text { ttf "timrom.ttf" "Onon onon" 0.005, 0 pigment { Black } translate (7-0.9*i)*y translate (0.5)*x //translate 0.8*i*y } #declare i=i+1; #end object{infoVisual translate 3.14*x translate 4.05*y} #declare i=0; #while (i<2) text { ttf "timrom.ttf" "Onon onon" 0.01, 0 pigment { Black } translate (1.7-0.8*i)*y translate (0.5)*x //translate 0.8*i*y } #declare i=i+1; #end } #declare cubao = difference { box { <-1, 1, 0.1>, <11, 17, 3> texture { tex_cristal } } text { ttf "timrom.ttf" "L.I.V." 0.25, 0 pigment { BrightGold } finish { reflection .25 specular 1 } translate 0.5*x translate 1*y scale <3,3,2> translate -0.2*z } } // Aqui está a cena, finalmente: union { object{folha rotate 20*z translate 6*y translate 3.5*x} object{cubao} }