// Last edited on 2005-01-06 00:51:48 by stolfi // Processed by remove-cam-lights #macro TexturaEspelho ( Cor ) texture { finish { ambient 0.05 diffuse 0.05 reflection Cor specular 0.20 roughness 0.05 } pigment { rgb Cor } } #end #declare bz_name = "" #declare bz_scale = 0.38; #include "bz-things.inc" background {rgb <1,1,1>} #include "colors.inc" #declare B11=<0,0,2.5>; #declare B12=<1,0,2.5>; #declare B13=<2,0,2.5>; #declare B14=<3,0,2.5>; #declare B21=<0,0.7,2>; #declare B22=<1,1,2>; #declare B23=<2,1,2>; #declare B24=<3,1,2>; #declare B31=<0,0.7,1>; #declare B32=<1,1,1>; #declare B33=<2,1,1>; #declare B34=<3,1,1>; #declare B41=<0,0,0.5>; #declare B42=<1,0,0.5>; #declare B43=<2,0,0.5>; #declare B44=<3,0,0.5>; 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_A } } #declare Points=array[16]{ B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 } #declare I=0; #while (I<16) sphere { Points[I],0.1 no_shadow pigment{ #if (I=0|I=3|I=12|I=15) color rgb <1,0,0> #else color rgb <0,1,1> #end } } #declare I=I+1; #end #declare A11=<0,0,2.5>; #declare A12=<1,0,2.5>; #declare A13=<2,0,2.5>; #declare A14=<3,0,2.5>; #declare A21=<0,-1.2,2>; #declare A22=<1,-1.13,2>; #declare A23=<2,-1.06,2>; #declare A24=<3,-1,2>; #declare A31=<0,-1.2,1>; #declare A32=<1,-1.13,1>; #declare A33=<2,-1.06,1>; #declare A34=<3,-1,1>; #declare A41=<0,0,0.5>; #declare A42=<1,0,0.5>; #declare A43=<2,0,0.5>; #declare A44=<3,0,0.5>; 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_B } } #declare Points=array[16]{ A11, A12, A13, A14 A21, A22, A23, A24 A31, A32, A33, A34 A41, A42, A43, A44 } #declare I=0; #while (I<16) sphere { Points[I],0.1 no_shadow pigment{ #if (I=0|I=3|I=12|I=15) color rgb <1,0,0> #else color rgb <0,1,1> #end } } #declare I=I+1; #end #declare C11=<-3,0.1,2.5>; #declare C12=<-2,-0.2,2.5>; #declare C13=<-1,-0.1,2.5>; #declare C14=<0,0,2.5>; #declare C21=<-3,0.8,2>; #declare C22=<-2,0.5,2>; #declare C23=<-1,0.6,2>; #declare C24=<0,0.7,2>; #declare C31=<-3,0.8,1>; #declare C32=<-2,0.5,1>; #declare C33=<-1,0.6,1>; #declare C34=<0,0.7,1>; #declare C41=<-3,0.1,0.5>; #declare C42=<-2,-0.2,0.5>; #declare C43=<-1,-0.1,0.5>; #declare C44=<0,0,0.5>; 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 } } #declare Points=array[16]{ C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 } #declare I=0; #while (I<16) sphere { Points[I],0.1 no_shadow pigment{ #if (I=0|I=3|I=12|I=15) color rgb <1,0,0> #else color rgb <0,1,1> #end } } #declare I=I+1; #end #declare D11=<-3,0.1,2.5>; #declare D12=<-2,-0.2,2.5>; #declare D13=<-1,-0.1,2.5>; #declare D14=<0,0,2.5>; #declare D21=<-3,-0.9,2>; #declare D22=<-2,-1,2>; #declare D23=<-1,-1.1,2>; #declare D24=<0,-1.2,2>; #declare D31=<-3,-0.9,1>; #declare D32=<-2,-1,1>; #declare D33=<-1,-1.1,1>; #declare D34=<0,-1.2,1>; #declare D41=<-3,0.1,0.5>; #declare D42=<-2,-0.2,0.5>; #declare D43=<-1,-0.1,0.5>; #declare D44=<0,0,0.5>; 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 } } #declare Points=array[16]{ D11, D12, D13, D14 D21, D22, D23, D24 D31, D32, D33, D34 D41, D42, D43, D44 } #declare I=0; #while (I<16) sphere { Points[I],0.1 no_shadow pigment{ #if (I=0|I=3|I=12|I=15) color rgb <1,0,0> #else color rgb <0,1,1> #end } } #declare I=I+1; #end object{ bz_checker_bg } #include "camlight.inc" camlight(<1.5,2.0,1.5>,<0.1,1.0,-11.5>,1.00,y,1.0)