// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare branco = texture { pigment { color rgb < 1.00, 1.00, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare verde = texture { pigment { color rgb < 0.00, 1.00, 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, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare quadriculado = texture { pigment { checker color rgb < 1.00, 0.00, 0.00 > color rgb < 1.00, 1.00, 1.00 > } } #declare fundo = plane { z,0 translate -5*z texture { quadriculado } } #macro retalho(p11,p12,p13,p14,p21,p22,p23,p24,p31,p32,p33,p34,p41,p42,p43,p44) union{ bicubic_patch{ type 1 u_steps 3 v_steps 3 p41,p42,p43,p44, p31,p32,p33,p34, p21,p22,p23,p24, p11,p12,p13,p14 } sphere{p11, 0.01} sphere{p12, 0.01} sphere{p13, 0.01} sphere{p14, 0.01} sphere{p21, 0.01} sphere{p22, 0.01} sphere{p23, 0.01} sphere{p24, 0.01} sphere{p31, 0.01} sphere{p32, 0.01} sphere{p33, 0.01} sphere{p34, 0.01} sphere{p41, 0.01} sphere{p42, 0.01} sphere{p43, 0.01} sphere{p44, 0.01} cylinder{p11,p12,0.005} cylinder{p12,p13,0.005} cylinder{p13,p14,0.005} cylinder{p21,p22,0.005} cylinder{p22,p23,0.005} cylinder{p23,p24,0.005} cylinder{p31,p32,0.005} cylinder{p32,p33,0.005} cylinder{p33,p34,0.005} cylinder{p41,p42,0.005} cylinder{p42,p43,0.005} cylinder{p43,p44,0.005} cylinder{p11,p21,0.005} cylinder{p21,p31,0.005} cylinder{p31,p41,0.005} cylinder{p12,p22,0.005} cylinder{p22,p32,0.005} cylinder{p32,p42,0.005} cylinder{p13,p23,0.005} cylinder{p23,p33,0.005} cylinder{p33,p43,0.005} cylinder{p14,p24,0.005} cylinder{p24,p34,0.005} cylinder{p34,p44,0.005} } #end #declare A41 = <-0.3,0,3.5>; #declare A42 = <0,0.5,3>; #declare A43 = <0.4,0.5,3>; #declare A44 = <0.7,0,3>; #declare A31 = <-0.3,0,2.7>; #declare A32 = <0,0.5,2.7>; #declare A33 = <0.4,0.5,2.7>; #declare A34 = <0.7,0,2.7>; #declare A21 = <-0.3,0,2.3>; #declare A22 = <0,0.5,2.3>; #declare A23 = <0.4,0.5,2.3>; #declare A24 = <0.7,0,2.3>; #declare A11 = <-0.3,0,2>; #declare A12 = <0,0.5,2>; #declare A13 = <0.4,0.5,2>; #declare A14 = <0.7,0,2>; #declare B41 = <-0.5,0,2>; #declare B42 = <-0.2,0.5,2>; #declare B43 = <0.2,0.5,2>; #declare B44 = <0.5,0,2>; #declare B31 = <-0.5,0,1.7>; #declare B32 = <-0.2,0.5,1.7>; #declare B33 = <0.2,0.5,1.7>; #declare B34 = <0.5,0,1.7>; #declare B21 = <-0.5,0,1.3>; #declare B22 = <-0.2,0.5,1.3>; #declare B23 = <0.2,0.5,1.3>; #declare B24 = <0.5,0,1.3>; #declare B11 = <-0.5,0,1>; #declare B12 = <-0.2,0.5,1>; #declare B13 = <0.2,0.5,1>; #declare B14 = <0.5,0,1>; #declare C41 = <-0.5,0,1>; #declare C42 = <-0.2,0.5,1>; #declare C43 = <0.2,0.5,1>; #declare C44 = <0.5,0,1>; #declare C31 = <-0.5,0,0.7>; #declare C32 = <-0.2,0.5,0.7>; #declare C33 = <0.2,0.5,0.7>; #declare C34 = <0.5,0,0.7>; #declare C21 = <-0.5,0,0.3>; #declare C22 = <-0.2,0.5,0.3>; #declare C23 = <0.2,0.5,0.3>; #declare C24 = <0.5,0,0.3>; #declare C11 = <-0.5,0,0>; #declare C12 = <-0.2,0.5,0>; #declare C13 = <0.2,0.5,0>; #declare C14 = <0.5,0,0>; #macro petala() union{ object{ retalho(((A21+B31)/2)+0.15,((A22+B32)/2)+0.15,((A23+B33)/2)+0.15,((A24+B34)/2)+0.15,A21+0.2,A22+0.2,A23+0.2,A24+0.2,A31+0.2,A32+0.2,A33+0.2,A34+0.2,A41+0.25,A42+0.25,A43+0.25,A44+0.25) texture{vermelho} } object{ retalho(((B21+C31)/2)+0.04,((B22+C32)/2)+0.04,((B23+C33)/2)+0.04,((B24+C34)/2)+0.04,B21+0.05,B22+0.05,B23+0.05,B24+0.05,B31+0.1,B32+0.1,B33+0.1,B34+0.1,((A21+B31)/2)+0.15,((A22+B32)/2)+0.15,((A23+B33)/2)+0.15,((A24+B34)/2)+0.15) texture{azul} } object{ retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31+0.03,C32+0.03,C33+0.03,C34+0.03,((B21+C31)/2)+0.04,((B22+C32)/2)+0.04,((B23+C33)/2)+0.04,((B24+C34)/2)+0.04) texture{verde} } } #end object{ petala() } object{ petala() rotate<0,0,90> } object{ petala() rotate<0,0,180> } object{ petala() rotate<0,0,270> } // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = vrotate(<5.00,7.00,0.00>,20*z) // #local cam_sky = z #include "camlight.inc" camlight(<0,0,0>,<10,10,10>,20.0,z,1.0)