// Last edited on 2007-04-04 08:01:22 by stolfi // Processed by remove-cam-lights background{ color rgb < 0.55, 0.60, 0.85 > } #declare raio = 2.000; #declare roleta = seed(47535); #declare tinta_vermelho = texture { pigment { color rgb < 1.00, 0.15, 0.00 > } finish { diffuse 0.1 reflection 0.35 phong 1 } } #declare tinta_azul = texture { pigment { color rgb < 0.00, 0.15, 1.00 > } finish { diffuse 0.1 reflection 0.35 phong 1 } } #declare tinta_preto = texture { pigment { color rgb < 0.20, 0.20, 0.20 > } finish { diffuse 0.1 reflection 0.35 phong 1 } } #declare peao = union { sphere { <0,0,1.5>,0.2 } cone { <0,0,1>,0.4,<0,0,1.5>,0 } } #declare i=0; #declare j=0; #while(j<30) #while(i<30) box { <i,j,0>, <i+1,j+1,1> #if(mod(j,2)=0) #if(mod(i,2)=0) pigment { color rgb <1.00,1.00,1.00> } #else pigment { color rgb <0.00,0.00,0.00> } #end #else #if(mod(i,2)=0) pigment { color rgb <0.00,0.00,0.00> } #else pigment { color rgb <1.00,1.00,1.00> } #end #end } #declare i=i+1; #end #declare j=j+1; #declare i=0; #end #declare tor = 0; #while (tor < 15) #declare tor_x = (int (rand(roleta)*30)) + 0.5; #declare tor_y = (int (rand(roleta)*30)) + 0.5; union { box { <tor_x+0.3,tor_y+0.3,1.2>,<tor_x-0.3,tor_y-0.3,1> texture {tinta_vermelho} } cylinder { <tor_x, tor_y, 1.2>, <tor_x, tor_y, 2>, 0.25 texture {tinta_azul} } box { <tor_x+0.3,tor_y+0.3,2>,<tor_x-0.3,tor_y-0.3,2.2> texture {tinta_vermelho } } } #declare tor = tor + 1; #end #declare tor = 0; #while (tor < 15) #declare tor_x = (int (rand(roleta)*30)) + 0.5; #declare tor_y = (int (rand(roleta)*30)) + 0.5; union { box { <tor_x+0.3,tor_y+0.3,1.2>,<tor_x-0.3,tor_y-0.3,1> texture {tinta_azul} } cylinder { <tor_x, tor_y, 1.2>, <tor_x, tor_y, 2>, 0.25 texture {tinta_vermelho} } box { <tor_x+0.3,tor_y+0.3,2>,<tor_x-0.3,tor_y-0.3,2.2> texture {tinta_azul } } } #declare tor = tor + 1; #end #declare pea = 0; #while (pea < 45) #declare pea_x = (int (rand(roleta)*30)) + 0.5; #declare pea_y = (int (rand(roleta)*30)) + 0.5; union { sphere { <pea_x,pea_y,2.25>,0.25 texture {tinta_azul} } cone { <pea_x, pea_y, 1>, 0.3, <pea_x, pea_y, 2>, 0 texture {tinta_vermelho} } } #declare pea = pea + 1; #end #declare pea = 0; #while (pea < 45) #declare pea_x = (int (rand(roleta)*30)) + 0.5; #declare pea_y = (int (rand(roleta)*30)) + 0.5; union { sphere { <pea_x,pea_y,2.25>,0.25 texture {tinta_vermelho} } cone { <pea_x, pea_y, 1>, 0.3, <pea_x, pea_y, 2>, 0 texture {tinta_azul} } } #declare pea = pea + 1; #end #declare rei_x = (int (rand(roleta)*30)) + 0.5; #declare rei_y = (int (rand(roleta)*30)) + 0.5; union { box { <rei_x+0.2,rei_y+0.2,2.7>,<rei_x-0.2,rei_y-0.2,2.5> texture {tinta_azul} } sphere { <rei_x,rei_y,2.95>,0.25 texture {tinta_vermelho} } cone { <rei_x, rei_y, 1>, 0.3, <rei_x, rei_y, 2.5>, 0 texture {tinta_preto} } } #declare rei_x = (int (rand(roleta)*30)) + 0.5; #declare rei_y = (int (rand(roleta)*30)) + 0.5; union { box { <rei_x+0.2,rei_y+0.2,2.7>,<rei_x-0.2,rei_y-0.2,2.5> texture {tinta_vermelho} } sphere { <rei_x,rei_y,2.95>,0.25 texture {tinta_azul} } cone { <rei_x, rei_y, 1>, 0.3, <rei_x, rei_y, 2.5>, 0 pigment { color rgb <1.00,1.00,1.00> } } } // Original camera parameters: // #local cam_ctr = <15.00,15.00,0.00> // #local cam_vec = (<15.00,35.00,10.00>-<15.00,15.00,0.00>) // #local cam_sky = z #include "camlight.inc" camlight(<15.00,15.00,0.00>,<10,10,10>,20.0,z,1.0)