#declare bz_name = "Asa" #include "colors.inc" #include "stones.inc" #include "woods.inc" #include "metals.inc" #include "golds.inc" #declare tinta_cinza = texture { pigment { Gray75 } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_vermelha = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare A11 = <0,1.5,0>; #declare A12 = <-0.5,1,0.3>; #declare A13 = <-0.5,0.5,0.3>; #declare A14 = <0,0,0>; #declare A21 = A11+<0.5,-0.1,0>; #declare A22 = A12+<0.5,-0.1,0>; #declare A23 = A13+<0.5,-0.1,0>; #declare A24 = A14+<0.5,-0.1,0>; #declare A31 = A21+<0.5,-0.2,0>; #declare A32 = A22+<0.5,-0.2,0>; #declare A33 = A23+<0.5,-0.2,0>; #declare A34 = A24+<0.5,-0.2,0>; #declare A41 = A31+<0.5,0,0>; #declare A42 = A32+<0.5,0,0>; #declare A43 = A33+<0.5,0,0>; #declare A44 = A34+<0.5,0,0>; #declare B11 = A41; #declare B12 = A42; #declare B13 = A43; #declare B14 = A44; #declare B21 = B11+<0.5,0,0>; #declare B22 = B12+<0.5,0,0>; #declare B23 = B13+<0.5,0,0>; #declare B24 = B14+<0.5,0,0>; #declare B31 = B21+<0.5,0.1,0>; #declare B32 = B22+<0.5,0.1,0>; #declare B33 = B23+<0.5,0.1,0>; #declare B34 = B24+<0.5,0.1,0>; #declare B41 = B31+<0.5,-0.3,0>; #declare B42 = B32+<1.3,0.1,-0.3>; #declare B43 = B33+<1.3,0.1,-0.3>; #declare B44 = B34+<0.5,0.3,0>; #declare C11 = A11; #declare C12 = A12+<0,0,-0.6>; #declare C13 = A13+<0,0,-0.6>; #declare C14 = A14; #declare C21 = A21; #declare C22 = A22+<0,0,-0.6>; #declare C23 = A23+<0,0,-0.6>; #declare C24 = A24; #declare C31 = A31; #declare C32 = A32+<0,0,-0.6>; #declare C33 = A33+<0,0,-0.6>; #declare C34 = A34; #declare C41 = A41; #declare C42 = A42+<0,0,-0.6>; #declare C43 = A43+<0,0,-0.6>; #declare C44 = A44; #declare D11 = B11; #declare D12 = B12+<0,0,-0.6>; #declare D13 = B13+<0,0,-0.6>; #declare D14 = B14; #declare D21 = B21; #declare D22 = B22+<0,0,-0.6>; #declare D23 = B23+<0,0,-0.6>; #declare D24 = B24; #declare D31 = B31; #declare D32 = B32+<0,0,-0.6>; #declare D33 = B33+<0,0,-0.6>; #declare D34 = B34; #declare D41 = B41; #declare D42 = B42; #declare D43 = B43; #declare D44 = B44; #declare bz_scale = 0.18;; #include "bz-things.inc" #declare retalhoA = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 A11, A12, A13, A14 A21, A22, A23, A24 A31, A32, A33, A34 A41, A42, A43, A44 texture { bz_tx_A } } //object{ bz_grid_A } } #declare retalhoB = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 texture { bz_tx_B } } //object{ bz_grid_B } } #declare retalhoC = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 texture { bz_tx_C } } //object{ bz_grid_C } } #declare retalhoD = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 D11, D12, D13, D14 D21, D22, D23, D24 D31, D32, D33, D34 D41, D42, D43, D44 texture { bz_tx_D } } //object{ bz_grid_D } } // Aqui está a cena: #declare scene = union{ union { object { retalhoA } object { retalhoB } object { retalhoC } object { retalhoD } rotate 60*x translate <-0.5,-0.5,1.0> rotate -30*y } //object{ bz_axes } } object{ bz_checker_bg } object{ scene translate bz_rite_pos } object{ scene rotate -90*y translate bz_left_pos }