// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 1.0, 0.7, 0.60 > } finish { diffuse 0.3 specular 0.3 roughness 0.5 ambient 0.2} } #declare tinta_B = texture { pigment { color rgb < 1.00, 0.5, 0.20 > } finish { diffuse 0.3 specular 0.3 roughness 0.5 ambient 0.2} } #declare tinta_C = texture { pigment { color rgb < 1.00, 0.7, 0.00 > } finish { diffuse 0.3 specular 0.3 roughness 0.05 ambient 0.2 reflection 0.6 } } #declare tinta_D = texture { pigment { color rgb < 0.85, 0.55, 0.00 > filter 1.0} finish { diffuse 0.3 specular 0.3 roughness 0.05 ambient 0.2 reflection 0.9 } } #declare tinta_E = texture { pigment { color rgb < 1.00, 1.00, 1.00 > } finish { diffuse 0.3 specular 0.3 roughness 0.05 ambient 0.2} } #declare pescoco = cylinder{ <0.0, 0.0, 0.0>, <0.0, 0.0, 1.0>, 0.25 texture {tinta_D} } #declare braco_espada = cone{ <0.0 , 0.0 , 0.0>,0.10 <0.0 , 0.0 , 3.0>,0.50 texture {tinta_E} } #declare braco_perna = cylinder{ <0.0, 0.0, 0.0>, <0.0, 0.0, 2.0>, 0.50 texture {tinta_D} } #declare pe = box{<0.0, 0.0, 0.0>, <1.0, 1.0, 1.0> texture{tinta_E} } #declare junta_braco = sphere{ <0.0, 0.0, 0.0>, 0.5 texture {tinta_B} } #declare cabeca = sphere{ <0.0, 0.0, 0.0>, 1.0 texture {tinta_C} } #declare corpo = box{<0,0,0>, <4,1,5> texture{tinta_A} } #macro translada(ax, ay, az, param, bx, by, bz) #if(param = 1) object{cabeca translate rotate} #end #if(param = 2) object{pescoco translate} #end #if(param = 3) object{corpo translate rotate} #end #if(param = 4) object{braco_perna translate rotate} #end #if(param = 5) object{junta_braco translate} #end #if(param = 6) object{braco_espada translate rotate} #end #end #macro braco_direito(rot_br_dir) union{ translada(0,0,0,4,0,0,0) translada(0,0,-0.5,5,0,0,0) translada(0,0,-3.0,4,-30,rot_br_dir,0) rotate<0,90,0> } #end #macro braco_esquerdo(rot_br_esq) union{ translada(0,0,0,4,0,0,0) translada(0,0,-0.5,5,0,0,0) translada(0,0,-3.0,4,-30,rot_br_esq,0) rotate<0,90,0> translate<-8,1,0> scale<-1,1,1> } #end #macro cabeca_pescoco(rot_cab_pes) union { translada(4,0,1.2,2,0,0,0) translada(4,0,3.2,1,0,0,0) rotate } #end #macro perna_direita(rot_per_dir) translada(3.0,0.5,-5.5,4,rot_per_dir,0,0) #end #macro perna_esquerda(rot_per_esq) translada(5.0,0.5,-5.5,4,rot_per_esq,0,0) #end #macro torax_abd(rot_torax) translada(2.0,0,-3.5,3,rot_torax,0,0) #end #macro guerreiro(brac_dir, brac_esq, torax, cab_pec, per_dir, per_esq) #declare A7 = -10*clock; union{ braco_direito(brac_dir) braco_esquerdo(brac_esq) torax_abd(torax) cabeca_pescoco(cab_pec) perna_direita(per_dir) perna_esquerda(per_esq) translate<0,A7,0> } #end #declare A1=-50+100*clock; #declare A2=-70+120*clock; #declare A3=15-30*clock; #declare A4=-40+100*clock; #declare A5=20-40*clock; #declare A6=-20+40*clock; guerreiro(0,0,0,0,A5,A6) // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = <16.00,19.00,8.00> // #local cam_sky = z #include "camlight.inc" // camlight(<0,0,0>,<10,10,10>,20.0,z,1.0) camlight(<5,0,0>,<7,-10,5>,20.0,z,1.0)