#include "stars.inc" camera { location < -1,2,10 > // Posição do observador. //location <15,2,0> // location <-0.7,3,1> right -x // Largura RELATIVA da imagem. //up 0.75*y // Altura RELATIVA da imagem. sky y // Qual direção é "para cima"? look_at <6, 3, 0 > // Para ond e a câmera está apontando. } // Nota: os parâmetros "right" e "up" devem ter a mesma proporção // que os parâmetros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // FONTES DE LUZ /*light_source { 10 * < 0.0, +20.0, +20.0 > // Posição da lâmpada. color rgb 1.2 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //area_light <5, 0, 0>, <0, 0, 5>, 10, 10 //adaptive 1 } */ light_source { 10 * <-20.0, +10.0,0 > // Posição da lâmpada. color rgb 4 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //area_light <5, 0, 0>, <0, 0, 5>, 10, 10 //adaptive 1 } light_source { 10 * <20.0, +10.0,0 > // Posição da lâmpada. color rgb 4 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //area_light <5, 0, 0>, <0, 0, 5>, 10, 10 //adaptive 1 } /*light_source { 20 * <0, +10.0, 20.0 > // Posição da lâmpada. color rgb 2 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //area_light <5, 0, 0>, <0, 0, 5>, 10, 10 //adaptive 1 } */ // ====================================================================== // DESCRIÇÃO DA CENA /*------------------------CONFIGURACOES GERAIS DO AMBIENETE-------------------------------*/ //background{ color rgb < 0.75, 0.80, 0.85 > } //rgbf (filter) rgbt (transmit) //*--TEXTURA SKY <--tutorial #declare Clouds0 = pigment{ gradient y color_map { [0 color <0,0,1>] [1 color <0.4,0.5,0.7>] } scale 2 translate -1 } #declare Clouds1 = pigment { bozo turbulence 0.2 color_map { [0.0 color rgb <0,0,1> filter 1] [0.5 color rgb <1,1,1>] [1.0 color rgb <0,0,1> filter 1] } } #declare Clouds4 = pigment { granite turbulence 1 color_map { [0.0 color rgb <1,1,1> filter 1] [0.5 color rgb <1,1,1>] [1.0 color rgb <1,1,1> filter 1] } } #declare Starfield1 = //texture { pigment { granite color_map { [ 0.000 0.270 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.270 0.280 color rgb <.5,.5,.4> color rgb <.8,.8,.4> ] [ 0.280 0.470 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.470 0.480 color rgb <.4,.4,.5> color rgb <.4,.4,.8> ] [ 0.480 0.680 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.680 0.690 color rgb <.5,.4,.4> color rgb <.8,.4,.4> ] [ 0.690 0.880 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.880 0.890 color rgb <.5,.5,.5> color rgb < 1, 1, 1> ] [ 0.890 1.000 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] } turbulence 1 sine_wave scale .5 } //finish { diffuse 0 ambient 1 } //} sky_sphere{ pigment { Clouds0} pigment {Clouds1 scale 0.5} } /*fog { fog_type 2 distance 100 color rgb 0.6 // gray fog_offset 0.1 fog_alt 0.6 turbulence 0.8 } */ #declare ceu = texture{ pigment { Clouds0} pigment {Clouds1 scale 0.5} } /*------------------------------FIM DESCRICAO MEI AMBIENTE--------------------------*/ /*---------------------------BZGRID-----------------------------------------*/ /*-----------------------------------TEXTURAS------------------------------*/ #declare cor_inseto= texture{ pigment{ gradient x color_map { [0 color <0.2,0.8,0.0>] [1 color <1,0.9,0.1>] } } } #declare cor_juntas= texture{ pigment {color rgb <0.9,0.1,0.1>} } #declare sup_mato = texture{ pigment { gradient x turbulence 1 color_map{ [0.00 color rgb <0.9,0.1,0.0>] [0.25 color rgb <0.9,0.1,0>] [0.50 color rgb <0.9,0.0,0.1>] [0.75 color rgb <0.4,0.4,0.4>] [1.00 color rgb <0.1,0.1,0>] } scale 0.5 } normal { bumps 0.5 scale 0.3} } #declare sup_transp= texture{ finish { ambient 0.1 diffuse 0.1 roughness 0.001 reflection 0.25 specular 1 } pigment {color rgb <0.1,0.1,0.3> filter 1 } } //interior {ior 1.5} #declare sup_metalica = texture { finish{ ambient 0.05 diffuse 0.05 reflection color rgb <0,0.4,0.8> specular 0.1 roughness 0.05 } } #declare sup_metalica2 = texture { finish{ ambient 0.05 diffuse 0.05 reflection color rgb <0.9,0.1,0.1> specular 0.20 roughness 0.05 } } /*---------------------------FIM--TEXTURAS-------------------------------------*/ /*------------------------------------PISO---------------------------*/ #declare piso = plane{ <0,1,0>,-3 //texture {sup_mato} pigment {color rgb <0.3,0.3,0.04>} normal { bumps 0.5 scale 0.3} // normal { wrinkles 0.3} } /*------------------------------------------------------------------*/ /*------------------------------PONTOS---------------------------------------*/ //RETALHO A -parte anterior da cabeça #declare A11 = < 9.00, 3.80, 0.00>; #declare A12 = <10.00, 3.10, 0.00>; #declare A13 = <11.00, 2.50, 0.00>; #declare A14 = <12.70, 1.20, 0.00>; #declare A21 = < 9.20, 3.20, 0.50>; #declare A22 = <10.10, 2.50, 0.60>; #declare A23 = <11.30, 2.20, 0.30>; #declare A24 = <11.80, 1.20, 0.30>; #declare A31 = < 9.00, 2.60, 1.00>; #declare A32 = <10.10, 1.80, 1.00>; #declare A33 = <11.20, 1.55, 0.60>; #declare A34 = <11.90, 1.10, 0.40>; #declare A41 = < 9.00, 2.00, 1.50>; #declare A42 = <10.00, 1.20, 1.20>; #declare A43 = <11.00, 1.10, 1.00>; #declare A44 = <12.00, 1.00, 0.60>; //RETALHO B -parte media da cabeca #declare B11 = < 6.00, 3.80, 0.00>; #declare B12 = < 7.00, 3.90, 0.00>; #declare B13 = < 8.00, 3.85, 0.00>; #declare B14 = A11; #declare B21 = < 6.00, 3.20, 0.50>; #declare B22 = < 7.00, 3.30, 0.60>; #declare B23 = < 8.00, 3.25, 0.50>; #declare B24 = A21; #declare B31 = < 6.00, 2.60, 0.50>; #declare B32 = < 7.10, 2.70, 0.60>; #declare B33 = < 8.20, 2.65, 0.50>; #declare B34 = A31; #declare B41 = < 6.00, 2.00, 0.50>; #declare B42 = < 7.00, 2.20, 0.60>; #declare B43 = < 8.00, 2.00, 0.50>; #declare B44 = A41; //RETALHO C -parte frontal da cabeca #declare C11 = < 2.09, 2.80, 0.00>; #declare C12 = < 3.00, 3.00, 0.00>; #declare C13 = < 4.50, 3.20, 0.00>; #declare C14 = B11; #declare C21 = < 2.05, 2.40, 0.38>; #declare C22 = < 2.80, 2.60, 0.42>; #declare C23 = < 4.30, 2.80, 0.50>; #declare C24 = B21; #declare C31 = < 2.00, 2.20, 0.38>; #declare C32 = < 2.70, 2.40, 0.42>; #declare C33 = < 4.35, 2.55, 0.50>; #declare C34 = B31; #declare C41 = < 2.15, 2.00, 0.30>; #declare C42 = < 3.00, 2.00, 0.40>; #declare C43 = < 4.50, 2.00, 0.50>; #declare C44 = B41; //RETALHO D -nariz frontal da cabeca #declare D11 = C11; #declare D12 = C21; #declare D13 = C31; #declare D14 = C41; #declare D21 = < 2.09, 2.80, 0.0000001>; #declare D22 = < 2.10, 2.42, 0.15>; #declare D23 = < 2.10, 2.20, 0.18>; #declare D24 = < 1.92, 2.00, 0.20>; #declare D31 = < 2.09, 2.80, 0.0000002>; #declare D32 = < 2.00, 2.40, 0.05>; #declare D33 = < 2.00, 2.20, 0.08>; #declare D34 = < 1.92, 2.00, 0.10>; #declare D41 = < 2.09, 2.80, 0.0000003>; #declare D42 = < 1.95, 2.40, 0.00>; #declare D43 = < 1.90, 2.20, 0.00>; #declare D44 = < 1.92, 2.00, 0.00>; /*------------------------------------------------------------------*/ /*-------------------------BZGRID-------------------------------------*/ #declare bz_scale = 0.075; // Checkered background #declare bz_checker_bg = sphere { <0,0,0>, 100 hollow no_shadow texture { pigment { checker color rgb <0.7,0.2,0.1> color rgb <1,1,1> } finish { diffuse 0 ambient 1 } scale 10 } scale bz_scale } // Rings for background - axis = Y #declare bz_ring_set = union{ #declare bz_i = -30; #while (bz_i <= 30) torus { 100,1 translate 10*bz_i*y } #declare bz_i = bz_i + 1; #end } #declare bz_bg_tone = <0.0,0.9,1.0>; #declare bz_bg_antitone = <1.0,0.9,0.0>; #declare bz_rings_bg = union { sphere { <0,0,0>, 1 hollow texture { pigment { color rgb 0.9*<1,1,1> + 0.1*bz_bg_tone } finish { diffuse 0 ambient 1 } } scale 300 } object { bz_ring_set rotate 90*z texture { pigment { color rgb 0.6*<1,1,1> + 0.2*<1,0,0> } finish { diffuse 0 ambient 1 } } } object { bz_ring_set texture { pigment { color rgb 0.6*<1,1,1> + 0.2*<0,0.5,0> } finish { diffuse 0 ambient 1 } } } object { bz_ring_set rotate 90*x texture { pigment { color rgb 0.6*<1,1,1> + 0.2*<0.22,0.22,1.00> } finish { diffuse 0 ambient 1 } } } no_shadow scale bz_scale } #declare bz_color_A = < 1.0, 0.5, 0.0 >; #declare bz_color_B = < 1.0, 0.9, 0.1 >; #declare bz_color_C = < 0.0, 0.8, 0.1 >; #declare bz_color_D = < 1.0, 0.1, 0.1 >; #declare bz_color_E = < 0.1, 0.5, 1.0 >; #declare bz_color_F = < 1.0, 0.0, 1.0 >; #declare bz_pigm_A = pigment { color rgb bz_color_A } #declare bz_pigm_B = pigment { color rgb bz_color_B } #declare bz_pigm_C = pigment { color rgb bz_color_C } #declare bz_pigm_D = pigment { color rgb bz_color_D } #declare bz_pigm_E = pigment { color rgb bz_color_E } #declare bz_pigm_F = pigment { color rgb bz_color_F } #declare bz_tx_A = texture { pigment { bz_pigm_A } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_A ambient 0.00 } } #declare bz_tx_B = texture { pigment { bz_pigm_B } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_B ambient 0.00 } } #declare bz_tx_C = texture { pigment { bz_pigm_C } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_C ambient 0.00 } } #declare bz_tx_D = texture { pigment { bz_pigm_D } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_D ambient 0.00 } } #declare bz_tx_E = texture { pigment { bz_pigm_E } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_E ambient 0.00 } } #declare bz_tx_F = texture { pigment { bz_pigm_F } finish { diffuse 0.30 reflection 0.40*<1,1,1>+0.30*bz_color_F ambient 0.00 } } #declare bz_ball_r = 0.2 * bz_scale*2; #declare bz_rod_r = 0.5 * bz_ball_r*1.2; #declare bz_thin_rod_r = 0.3 * bz_ball_r; #declare bz_finish_grid = finish { diffuse 0.60 ambient 0.20 } #ifdef (A11) #declare bz_grid_A = union { sphere {A11, bz_ball_r} sphere {A12, bz_ball_r} sphere {A13, bz_ball_r} sphere {A14, bz_ball_r} sphere {A21, bz_ball_r} sphere {A22, bz_ball_r} sphere {A23, bz_ball_r} sphere {A24, bz_ball_r} sphere {A31, bz_ball_r} sphere {A32, bz_ball_r} sphere {A33, bz_ball_r} sphere {A34, bz_ball_r} sphere {A41, bz_ball_r} sphere {A42, bz_ball_r} sphere {A43, bz_ball_r} sphere {A44, bz_ball_r} cylinder { A11, A12, bz_rod_r } cylinder { A12, A13, bz_rod_r } cylinder { A13, A14, bz_rod_r } cylinder { A21, A22, bz_thin_rod_r } cylinder { A22, A23, bz_thin_rod_r } cylinder { A23, A24, bz_thin_rod_r } cylinder { A31, A32, bz_thin_rod_r } cylinder { A32, A33, bz_thin_rod_r } cylinder { A33, A34, bz_thin_rod_r } cylinder { A41, A42, bz_rod_r } cylinder { A42, A43, bz_rod_r } cylinder { A43, A44, bz_rod_r } cylinder { A11, A21, bz_rod_r } cylinder { A21, A31, bz_rod_r } cylinder { A31, A41, bz_rod_r } cylinder { A12, A22, bz_thin_rod_r } cylinder { A22, A32, bz_thin_rod_r } cylinder { A32, A42, bz_thin_rod_r } cylinder { A13, A23, bz_thin_rod_r } cylinder { A23, A33, bz_thin_rod_r } cylinder { A33, A43, bz_thin_rod_r } cylinder { A14, A24, bz_rod_r } cylinder { A24, A34, bz_rod_r } cylinder { A34, A44, bz_rod_r } texture { pigment { bz_pigm_A } finish { bz_finish_grid } } } #end #ifdef (B11) #declare bz_grid_B = union { sphere {B11, bz_ball_r} sphere {B12, bz_ball_r} sphere {B13, bz_ball_r} sphere {B14, bz_ball_r} sphere {B21, bz_ball_r} sphere {B22, bz_ball_r} sphere {B23, bz_ball_r} sphere {B24, bz_ball_r} sphere {B31, bz_ball_r} sphere {B32, bz_ball_r} sphere {B33, bz_ball_r} sphere {B34, bz_ball_r} sphere {B41, bz_ball_r} sphere {B42, bz_ball_r} sphere {B43, bz_ball_r} sphere {B44, bz_ball_r} cylinder { B11, B12, bz_rod_r } cylinder { B12, B13, bz_rod_r } cylinder { B13, B14, bz_rod_r } cylinder { B21, B22, bz_thin_rod_r } cylinder { B22, B23, bz_thin_rod_r } cylinder { B23, B24, bz_thin_rod_r } cylinder { B31, B32, bz_thin_rod_r } cylinder { B32, B33, bz_thin_rod_r } cylinder { B33, B34, bz_thin_rod_r } cylinder { B41, B42, bz_rod_r } cylinder { B42, B43, bz_rod_r } cylinder { B43, B44, bz_rod_r } cylinder { B11, B21, bz_rod_r } cylinder { B21, B31, bz_rod_r } cylinder { B31, B41, bz_rod_r } cylinder { B12, B22, bz_thin_rod_r } cylinder { B22, B32, bz_thin_rod_r } cylinder { B32, B42, bz_thin_rod_r } cylinder { B13, B23, bz_thin_rod_r } cylinder { B23, B33, bz_thin_rod_r } cylinder { B33, B43, bz_thin_rod_r } cylinder { B14, B24, bz_rod_r } cylinder { B24, B34, bz_rod_r } cylinder { B34, B44, bz_rod_r } texture { pigment { bz_pigm_B } finish { bz_finish_grid } } } #end #ifdef (C11) #declare bz_grid_C = union { sphere {C11, bz_ball_r} sphere {C12, bz_ball_r} sphere {C13, bz_ball_r} sphere {C14, bz_ball_r} sphere {C21, bz_ball_r} sphere {C22, bz_ball_r} sphere {C23, bz_ball_r} sphere {C24, bz_ball_r} sphere {C31, bz_ball_r} sphere {C32, bz_ball_r} sphere {C33, bz_ball_r} sphere {C34, bz_ball_r} sphere {C41, bz_ball_r} sphere {C42, bz_ball_r} sphere {C43, bz_ball_r} sphere {C44, bz_ball_r} cylinder { C11, C12, bz_rod_r } cylinder { C12, C13, bz_rod_r } cylinder { C13, C14, bz_rod_r } cylinder { C21, C22, bz_thin_rod_r } cylinder { C22, C23, bz_thin_rod_r } cylinder { C23, C24, bz_thin_rod_r } cylinder { C31, C32, bz_thin_rod_r } cylinder { C32, C33, bz_thin_rod_r } cylinder { C33, C34, bz_thin_rod_r } cylinder { C41, C42, bz_rod_r } cylinder { C42, C43, bz_rod_r } cylinder { C43, C44, bz_rod_r } cylinder { C11, C21, bz_rod_r } cylinder { C21, C31, bz_rod_r } cylinder { C31, C41, bz_rod_r } cylinder { C12, C22, bz_thin_rod_r } cylinder { C22, C32, bz_thin_rod_r } cylinder { C32, C42, bz_thin_rod_r } cylinder { C13, C23, bz_thin_rod_r } cylinder { C23, C33, bz_thin_rod_r } cylinder { C33, C43, bz_thin_rod_r } cylinder { C14, C24, bz_rod_r } cylinder { C24, C34, bz_rod_r } cylinder { C34, C44, bz_rod_r } texture { pigment { bz_pigm_C } finish { bz_finish_grid } } } #end #ifdef (D11) #declare bz_grid_D = union { sphere {D11, bz_ball_r} sphere {D12, bz_ball_r} sphere {D13, bz_ball_r} sphere {D14, bz_ball_r} sphere {D21, bz_ball_r} sphere {D22, bz_ball_r} sphere {D23, bz_ball_r} sphere {D24, bz_ball_r} sphere {D31, bz_ball_r} sphere {D32, bz_ball_r} sphere {D33, bz_ball_r} sphere {D34, bz_ball_r} sphere {D41, bz_ball_r} sphere {D42, bz_ball_r} sphere {D43, bz_ball_r} sphere {D44, bz_ball_r} cylinder { D11, D12, bz_rod_r } cylinder { D12, D13, bz_rod_r } cylinder { D13, D14, bz_rod_r } cylinder { D21, D22, bz_thin_rod_r } cylinder { D22, D23, bz_thin_rod_r } cylinder { D23, D24, bz_thin_rod_r } cylinder { D31, D32, bz_thin_rod_r } cylinder { D32, D33, bz_thin_rod_r } cylinder { D33, D34, bz_thin_rod_r } cylinder { D41, D42, bz_rod_r } cylinder { D42, D43, bz_rod_r } cylinder { D43, D44, bz_rod_r } cylinder { D11, D21, bz_rod_r } cylinder { D21, D31, bz_rod_r } cylinder { D31, D41, bz_rod_r } cylinder { D12, D22, bz_thin_rod_r } cylinder { D22, D32, bz_thin_rod_r } cylinder { D32, D42, bz_thin_rod_r } cylinder { D13, D23, bz_thin_rod_r } cylinder { D23, D33, bz_thin_rod_r } cylinder { D33, D43, bz_thin_rod_r } cylinder { D14, D24, bz_rod_r } cylinder { D24, D34, bz_rod_r } cylinder { D34, D44, bz_rod_r } texture { pigment { bz_pigm_D } finish { bz_finish_grid } } } #end #ifdef (E11) #declare bz_grid_E = union { sphere {E11, bz_ball_r} sphere {E12, bz_ball_r} sphere {E13, bz_ball_r} sphere {E14, bz_ball_r} sphere {E21, bz_ball_r} sphere {E22, bz_ball_r} sphere {E23, bz_ball_r} sphere {E24, bz_ball_r} sphere {E31, bz_ball_r} sphere {E32, bz_ball_r} sphere {E33, bz_ball_r} sphere {E34, bz_ball_r} sphere {E41, bz_ball_r} sphere {E42, bz_ball_r} sphere {E43, bz_ball_r} sphere {E44, bz_ball_r} cylinder { E11, E12, bz_rod_r } cylinder { E12, E13, bz_rod_r } cylinder { E13, E14, bz_rod_r } cylinder { E21, E22, bz_thin_rod_r } cylinder { E22, E23, bz_thin_rod_r } cylinder { E23, E24, bz_thin_rod_r } cylinder { E31, E32, bz_thin_rod_r } cylinder { E32, E33, bz_thin_rod_r } cylinder { E33, E34, bz_thin_rod_r } cylinder { E41, E42, bz_rod_r } cylinder { E42, E43, bz_rod_r } cylinder { E43, E44, bz_rod_r } cylinder { E11, E21, bz_rod_r } cylinder { E21, E31, bz_rod_r } cylinder { E31, E41, bz_rod_r } cylinder { E12, E22, bz_thin_rod_r } cylinder { E22, E32, bz_thin_rod_r } cylinder { E32, E42, bz_thin_rod_r } cylinder { E13, E23, bz_thin_rod_r } cylinder { E23, E33, bz_thin_rod_r } cylinder { E33, E43, bz_thin_rod_r } cylinder { E14, E24, bz_rod_r } cylinder { E24, E34, bz_rod_r } cylinder { E34, E44, bz_rod_r } texture { pigment { bz_pigm_E } finish { bz_finish_grid } } } #end #ifdef (F11) #declare bz_grid_F = union { sphere {F11, bz_ball_r} sphere {F12, bz_ball_r} sphere {F13, bz_ball_r} sphere {F14, bz_ball_r} sphere {F21, bz_ball_r} sphere {F22, bz_ball_r} sphere {F23, bz_ball_r} sphere {F24, bz_ball_r} sphere {F31, bz_ball_r} sphere {F32, bz_ball_r} sphere {F33, bz_ball_r} sphere {F34, bz_ball_r} sphere {F41, bz_ball_r} sphere {F42, bz_ball_r} sphere {F43, bz_ball_r} sphere {F44, bz_ball_r} cylinder { F11, F12, bz_rod_r } cylinder { F12, F13, bz_rod_r } cylinder { F13, F14, bz_rod_r } cylinder { F21, F22, bz_thin_rod_r } cylinder { F22, F23, bz_thin_rod_r } cylinder { F23, F24, bz_thin_rod_r } cylinder { F31, F32, bz_thin_rod_r } cylinder { F32, F33, bz_thin_rod_r } cylinder { F33, F34, bz_thin_rod_r } cylinder { F41, F42, bz_rod_r } cylinder { F42, F43, bz_rod_r } cylinder { F43, F44, bz_rod_r } cylinder { F11, F21, bz_rod_r } cylinder { F21, F31, bz_rod_r } cylinder { F31, F41, bz_rod_r } cylinder { F12, F22, bz_thin_rod_r } cylinder { F22, F32, bz_thin_rod_r } cylinder { F32, F42, bz_thin_rod_r } cylinder { F13, F23, bz_thin_rod_r } cylinder { F23, F33, bz_thin_rod_r } cylinder { F33, F43, bz_thin_rod_r } cylinder { F14, F24, bz_rod_r } cylinder { F24, F34, bz_rod_r } cylinder { F34, F44, bz_rod_r } texture { pigment { bz_pigm_F } finish { bz_finish_grid } } } #end /*--------------------FIM DO BZGRID------------------------------------------------------*/ /*-----------------------GRIDS-------------------------------------*/ #declare retalho1 = union{ bicubic_patch{ type 1 flatness 0.001 v_steps 4 u_steps 4 A11,A12,A13,A14, A21,A22,A23,A24, A31,A32,A33,A34, A41,A42,A43,A44 texture { cor_juntas } } object { bz_grid_A } } #declare retalho2 = union{ bicubic_patch{ type 1 flatness 0.001 v_steps 4 u_steps 4 B11,B12,B13,B14, B21,B22,B23,B24, B31,B32,B33,B34, B41,B42,B43,B44 texture { pigment {color rgb <0.10,0.9,0.1>} } } object { bz_grid_B } } #declare retalho3 = union{ bicubic_patch{ type 1 flatness 0.001 v_steps 4 u_steps 4 C11,C12,C13,C14, C21,C22,C23,C24, C31,C32,C33,C34, C41,C42,C43,C44 texture { pigment {color rgb <0.10,0.1,0.9>} } } object { bz_grid_C } } #declare retalho4 = union{ bicubic_patch{ type 1 flatness 0.001 v_steps 4 u_steps 4 D11,D12,D13,D14, D21,D22,D23,D24, D31,D32,D33,D34, D41,D42,D43,D44 texture { pigment {color rgb <0.7,0.5,0.1>} } } //object { bz_grid_A } } /*----------------------------------------------------------------*/ /*-------------------CENA----------------------*/ //representa a parte superior da cabeca do alien, sem a mandibula e sem os dentes! //que faltou fazer //object {piso} object {retalho1} object {retalho1 scale <1,1,-1>} object {retalho2} object {retalho2 scale <1,1,-1>} object {retalho3} object {retalho3 scale <1,1,-1>} object {retalho4} object {retalho4 scale <1,1,-1>}