#include "colors.inc" #declare bz_name = "" #declare bz_scale = 0.25; #include "bz-things.inc" // CAMERA camera { location <6, 6, 6 > right -1.00*x // Largura RELATIVA da imagem. up 0.75*y // Altura RELATIVA da imagem. sky y // Qual direção é "para cima"? look_at < -3, -3, 0 > // Para onde a câmera está apontando. } light_source { //1 * < 10.0, 10.0, -10.0 > // Posição da lâmpada. <100, 180, 100> color rgb 5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } //----------------- PARTE A ----------------- #declare A11=<0,0,2.8>; #declare A12=<1,0,2.8>; // #declare A13=<2,0,2.8>; #declare A14=<3,0,3.3>; // row 1 #declare A21=<0,-1,3>; #declare A22=<1,0.6>; // #declare A23=<2,-1.2,3>; #declare A24=<3,0,3>; // row 2 #declare A31=<0,-1,0.4>; #declare A32=<1,-1.0,-0.4>; // #declare A33=<2,-1.1,0.6>; #declare A34=<3,0,0.7>; // row 3 #declare A41=<0,0,1>; #declare A42=<1,0,1>; // #declare A43=<2,0,0.3>; #declare A44=<3,0,0.8>; // row 4 //----------------- PARTE C ----------------- #declare C11=<0,0,3.4>; #declare C12=<1,0,3>; // #declare C13=<2,0,2.8>; #declare C14=<3,0,2.8>; // row 1 #declare C21=<0,0,2.8>; #declare C22=<1,-1.1,2.8>; // #declare C23=<2,-1,0.6>; #declare C24=<3,-1,2.5>; // row 2 #declare C31=<0,0,2>; #declare C32=<1,-1.0,2>; // #declare C33=<2,-1,-0.4>; #declare C34=<3,-1,2>; // row 3 #declare C41=<0,0,2.4>; #declare C42=<1,0,1.5>; // #declare C43=<2,0,1>; #declare C44=<3,0,1>; // row 4 //----------------- PARTE B ----------------- #declare B11=<0,0,2.8>; #declare B12=<1,0,2.8>; // #declare B13=<2,0,2.8>; #declare B14=<3,0,3.3>; // row 1 #declare B21=<0,1.3,2.4>; #declare B22=<1,1.1,2.4>; // #declare B23=<2,1.8,2.3>; #declare B24=<3,0.7,2.5>; // row 2 #declare B31=<0,0.3,0.4>; #declare B32=<1,0.3,0.4>; // #declare B33=<2,1.1,0.6>; #declare B34=<3,0.9,0.7>; // row 3 #declare B41=<0,0,1>; #declare B42=<1,0,1>; // #declare B43=<2,0,0.3>; #declare B44=<3,0,0.8>; // row 4 //----------------- PARTE D ----------------- #declare D11=<0,0,3.4>; #declare D12=<1,0,3>; // #declare D13=<2,0,3>; #declare D14=<3,0,2.8>; // row 1 #declare D21=<0,0,2.8>; #declare D22=<1,1.1,2.8>; // #declare D23=<2,1.1,2.4>; #declare D24=<3,0.9,2.4>; // row 2 #declare D31=<0,0,2>; #declare D32=<1,1.0,2>; // #declare D33=<2,0.3,0.4>; #declare D34=<3,0.3,0.4>; // row 3 #declare D41=<0,0,2.4>; #declare D42=<1,0,1.5>; // #declare D43=<2,0,1>; #declare D44=<3,0,1>; // row 4 bicubic_patch { type 1 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> A11, A12, A13, A14 A21, A22, A23, A24 A31, A32, A33, A34 A41, A42, A43, A44 uv_mapping texture { bz_tx_A } finish {phong 0.6 phong_size 20} } bicubic_patch { type 1 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 uv_mapping texture { bz_tx_B } finish {phong 0.6 phong_size 20} } bicubic_patch { type 1 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 uv_mapping texture { bz_tx_C } finish {phong 0.6 phong_size 20} translate <-3,0,0> } bicubic_patch { type 1 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> D11, D12, D13, D14 D21, D22, D23, D24 D31, D32, D33, D34 D41, D42, D43, D44 uv_mapping texture { bz_tx_D } finish {phong 0.6 phong_size 20} translate <-3,0,0> } object{ bz_checker_bg } //object{ scene translate bz_rite_pos } //object{ scene rotate -90*y translate bz_left_pos }