// Last edited on 2003-12-13 20:23:50 by stolfi #include "colors.inc" #include "stones.inc" #include "golds.inc" #include "textures.inc" #include "skies.inc" #declare ctr = <3,1,0>; #declare camDir = <-3,3,-30>; camera { location ctr + 1.00*camDir right 0.90*x up 0.90*y sky y look_at ctr } light_source { 1* < -10.0, 30.0, -30.0 > // Posição da lâmpada. color rgb 4.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } light_source { 1* < 10.0, -30.0, -30.0 > // Posição da lâmpada. color rgb 3.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } #declare verde = texture { pigment { color rgb < 0.1, 0.4, 0.1 > } } #declare vermelho = texture { pigment { color rgb < 0.8, 0.3, 0.10 > } } #declare cor_vidro = color rgb <0.1,0.4,0.1>; #declare vidro= texture{ finish{ ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.01 } pigment { cor_vidro filter 1} } #declare cifrao = text{ ttf "arial.ttf" "$" 0.15,0 texture{verde} scale 3*<1,1,1> translate<1,-0.5,-7> translate<0,clock*5,clock*-22> } #declare raio_terra=7; #declare terra= sphere{<0,0,0>,raio_terra pigment{ image_map{ jpeg "earth_flat.jpg" map_type 1} rotate<-20,205,0> } translate<0,0,0> } #if (clock<=0.7) #declare auxclock=clock/0.7; #else #declare auxclock=1; #end #declare disco= cylinder { <0, 0, 0>,<0,0,0.01>, 0.3 scale 10*clock*<1,1,1> translate<0.5,0,-7.1> texture {vidro} no_shadow} light_source { 1* < 0.0, 0.0, -10.1 > // Posição da lâmpada. color rgb 2.0 *sin(clock*20*pi) * < 0.10, 1.0, 0.10 > // Intensidade e corda luz. } #declare blob1= blob { threshold 0.87 sphere { <0, 0, 0> 1, 1 translate<0.5,0,-7> texture {verde}} sphere { <0, 0, 0>, 1, 0.97 translate<0.5,0,-7.1> texture {pigment{Blue}} rotate<60-60*clock,10-10*clock,0> } sphere { <0, 0, 0>, 1, 0.97 translate<0.5,0,-7.1> texture {pigment{Red}} rotate<-30+30*auxclock,10-10*auxclock,0> } sphere { <0, 0, 0>, 1, 0.97 translate<0.5,0,-7.1> texture {pigment{White}} rotate<50-50*auxclock,15-15*clock,0> } } sky_sphere{pigment{image_map{jpeg "stars2.jpeg"}}} object{blob1} object{terra} object{cifrao} object{disco}