// Last edited on 2007-06-28 09:23:01 by stolfi // Processed by remove-cam-lights global_settings { max_trace_level 12 } background { color rgb < 0.90, 0.95, 1.00 > } #declare raio = 2.000; #declare branco = texture { pigment { color rgb < 3.00, 3.00, 3.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare preto = texture { pigment { color rgb < 0.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 2.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare verde = texture { pigment { color rgb < 0.00, 2.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare azul = texture { pigment { color rgb < 0.00, 0.00, 2.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare dourado = texture { pigment { color rgb < 1.00, 0.80, 0.00 > } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } #declare prata = texture { pigment { color rgb < 0.70, 0.70, 0.70 > } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } #declare vermelho_rubi = texture { pigment { color rgb < 1.00, 0.00, 0.00 > filter 1.0 } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } #declare verde_esmeralda = texture { pigment { color rgb < 0.00, 0.90, 0.00 > filter 1.0 } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } #declare quadriculado = texture { pigment { checker color rgb < 0.30, 0.30, 0.80 >, color rgb < 1.00, 0.80, 0.80 > scale 2 } finish { ambient 0.6 diffuse 0.4 } } #declare eixoX = cylinder { < 0.00, 0.00, 0.00 >, < 10.00, 0.00, 0.00 >, 0.05 texture { vermelho } } #declare eixoY = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 10.00, 0.00 >, 0.05 texture { verde } } #declare eixoZ = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 10.00 >, 0.05 texture { azul } } #declare eixos_cartesianos = union { object {eixoX } object {eixoY } object {eixoZ } } #declare fundo = plane { z,0 translate -5*z texture { quadriculado } } #declare cilindro_fora = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 4.00 >, 3.00 texture { dourado } } #declare cilindro_dentro = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 5.00 >, 2.80 texture { dourado } } #declare caixa_comprida = box { < -3.50, -0.50, 3.50 >, < 3.50, 0.50, 4.20 > } #declare coroa = difference { object {cilindro_fora} object {cilindro_dentro} object {caixa_comprida} object {caixa_comprida rotate 90*z } object {caixa_comprida rotate 45*z } object {caixa_comprida rotate 135*z } } #declare bola_caveira = sphere { < 0.00, 0.00, 2.00 >, 1.50 texture { prata } } #declare cilindro_boca = cylinder { < 0.35, 0.35, 0.00 >, < 0.35, 0.35, 2.00 >, 1.00 texture { prata } } #declare olho = sphere { < 0.00, 0.00, 0.00 >, 0.30 texture { vermelho_rubi } interior { ior 1.5 } } #declare cone_nariz = cone { < 0.00, 0.00, 1.00 >, 0.00 < 0.00, 0.00, 0.00 >, 0.30 texture { verde_esmeralda } interior { ior 1.5 } } #declare conezinho_nariz = cone { < 0.00, 0.00, 0.00 >, 0.30 < 0.00, 0.00, -0.10 >, 0.20 texture { verde_esmeralda } interior { ior 1.5 } } #declare nariz = union{ object {cone_nariz} object {conezinho_nariz} } #declare caveira = union { object { bola_caveira } object { cilindro_boca } object { olho translate <1.30,0.70,2.50> } object { olho translate <0.70,1.30,2.50> } object { nariz translate <1.00,1.00,1.30> } } object {fundo} object {coroa} object { caveira translate <2,2,1> } // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = <4.00,10.00,5.00> // #local cam_sky = z #include "camlight.inc" camlight(<0,0,1>,<8,10,5>,12.0,z,1.0)