// Last edited on DATE TIME by USER // Processed by remove-cam-lights #include "colors.inc" background{ color rgb < 0.9, 0.9, 0.9 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 1, 0, 0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta_B = texture { pigment { color rgb < 1, 0.9, 0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare cor_cristal = <0.5, 0.5, 0.75 >; #declare tx_cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.30 specular 1 roughness 0.001 } pigment { color cor_cristal filter 1 } } #declare cor_espelho = <1, 0, 0 >; #declare tx_espelho = texture { pigment { rgb cor_espelho } finish { ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } } #declare cor_ouro = <1, 0.9, 0>; #declare tx_ouro = texture { pigment { rgb cor_ouro } finish { ambient 0.05 diffuse 0.05 reflection cor_ouro specular 0.20 roughness 0.05 } } #declare cor_ourot = < 1, 0.9, 0 >; #declare tx_ourot = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_ourot filter 1 } } #declare predio = union { #declare i2 = 0; #while (i2 < 4) #declare i1 = 0; difference { cylinder { <0,0,3*i2>,<0,0,3*i2+3>,5 translate <0,0,-3> #if ( mod(i2,2) = 0) texture { tinta_A } #else texture { tinta_B } #end } #declare i = 0; #declare j = seed(i2*12345); #declare r = 0.6; #while (i1 < 20) #declare janela = #if (rand(j) < 0.5) box { <-r,-r,-r>, } object { janela translate <0, 4.8, 3*i2-1.2> rotate i*18*z texture {tx_cristal} } #declare i = i+1; #else sphere { <0,0,0>,r } object { janela translate <0, 4.8, 3*i2-1.2> rotate i*18*z texture {tx_cristal} } #declare i = i+1; #end #declare i1 = i1+1; #end #declare i2 = i2+1; } #end } #declare janelinhas = union { #declare i = 0; #while (i < 20) #declare r = 0.4; #declare janelinha = box { <-8*r,-r,-r>,<4*r,r,r> } object { janelinha translate <9, 0, -2> rotate -36*z #if (i > 3) rotate i*18*z #end } #declare i = i +1; #end texture {tx_cristal} } #declare base = prism { linear_sweep linear_spline 0, 3, 7, <6,8>, <-6,8>, <-8,3>, <-6,-8>, <6, -8>, <8,3>, <6,8> pigment { Gray } } #declare furonabase = prism { linear_sweep linear_spline -1, 4, 7, <4.5,6.5>, <-4.5,6.5>, <-6.5,1.5>, <-4.5,-6.5>, <4.5, -6.5>, <6.5,1.5>, <4.5,6.5> pigment { Gray } } plane { z,-3 texture { pigment { brick <1,1,1>,<0,0,0> } finish { ambient 0.2 diffuse 0.9 } scale 0.2 } } #declare porta = box { <-3,-3,-3>,<3,3,-0.3> } #declare pilar = cylinder { <8,-2.7,-3>,<8,-2.7,0.4>,0.3 texture { tx_espelho } } #declare rapapredio1 = cylinder { <0,0,-4>,<0,0,15>,5.62 texture {tinta_B} } #declare rapapredio2 = cylinder { <0,0,-5>,<0,0,16>,4.98 texture {tinta_A} } union { union { difference { object {base translate <0,-3,0> rotate 90*z rotate 90*y} object {furonabase translate <0,-3,0> rotate 90*z rotate 90*y} object {porta translate <0,-6,-1> rotate 90*z} object {janelinhas} } object {predio} translate <0,0,0> } object { pilar } object { pilar translate <0,5.5,0> } } #include "camlight.inc" camlight(<0,0,0>,<22,18,18>,1.00,z,1.0)