// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare azul = texture { pigment { color rgb < 0.07, 0.0, 0.70 > } finish { diffuse 0.5 specular 0.3 roughness 0.005 reflection 0.3 ambient 0.2 } } #declare vermelho = texture { pigment { color rgb < 0.7, 0.0, 0.07 > } finish { diffuse 1.5 specular 0.2 roughness 0.005 reflection 0.3 ambient 0.2 } } #declare branco = texture { pigment { color rgb < 1.0, 1.0, 1.0 > } finish { diffuse 1.5 specular 0.2 roughness 0.005 reflection 0.1 ambient 0.2 } } #declare preto = texture { pigment { color rgb < 0, 0, 0.03 > } finish { diffuse 1.5 specular 0.2 roughness 0.005 reflection 0.1 ambient 0.2 } } #declare verde = texture { pigment { color rgb < 0.07, 0.70, 0.07 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 reflection 0.1 ambient 0.1 } } #macro retalho(p11, p12, p13, p14, p21, p22, p23, p24, p31, p32, p33, p34, p41, p42, p43, p44) union { bicubic_patch { type 0 flatness 0.01 u_steps 4 v_steps 4 p11,p12,p13,p14, p21,p22,p23,p24, p31,p32,p33,p34, p41,p42,p43,p44 texture{vermelho} } sphere {p11, 0.1 texture {preto}} sphere {p12, 0.1 texture {preto}} sphere {p13, 0.1 texture {preto}} sphere {p14, 0.1 texture {preto}} sphere {p21, 0.1 texture {preto}} sphere {p22, 0.1 texture {preto}} sphere {p23, 0.1 texture {preto}} sphere {p24, 0.1 texture {preto}} sphere {p31, 0.1 texture {preto}} sphere {p32, 0.1 texture {preto}} sphere {p33, 0.1 texture {preto}} sphere {p34, 0.1 texture {preto}} sphere {p41, 0.1 texture {preto}} sphere {p42, 0.1 texture {preto}} sphere {p43, 0.1 texture {preto}} sphere {p44, 0.1 texture {preto}} } #end #declare A21 = <4,0,2.0>; #declare A22 = <4,2,2.0>; #declare A23 = <2,4,2.0>; #declare A24 = <0,4,2.0>; #declare A31 = <4,0,1.0>; #declare A32 = <4,2,1.0>; #declare A33 = <2,4,1.0>; #declare A34 = <0,4,1.0>; #declare A41 = <4,0,0.0>; #declare A42 = <4,2,0.0>; #declare A43 = <2,4,0.0>; #declare A44 = <0,4,0.0>; #declare B21 = <6,2,4.0>; #declare B22 = <6,4,4.0>; #declare B23 = <4,6,4.0>; #declare B24 = <2,6,4.0>; #declare B31 = <5,1,3.0>; #declare B32 = <5,3,3.0>; #declare B33 = <3,5,3.0>; #declare B34 = <1,5,3.0>; #declare C11 = <4,4,7.0>; #declare C12 = <4,4,7.0>; #declare C13 = <4,4,7.0>; #declare C14 = <4,4,7.0>; #declare C21 = <5,1,6.0>; #declare C22 = <5,3,6.0>; #declare C23 = <3,5,6.0>; #declare C24 = <1,5,6.0>; #declare C31 = <5,1,5.0>; #declare C32 = <5,3,5.0>; #declare C33 = <3,5,5.0>; #declare C34 = <1,5,5.0>; #declare A11 = (A21+B31)/2; #declare A12 = (A22+B32)/2; #declare A13 = (A23+B33)/2; #declare A14 = (A24+B34)/2; #declare B11 = (B21+C31)/2; #declare B12 = (B22+C32)/2; #declare B13 = (B23+C33)/2; #declare B14 = (B24+C34)/2; #declare B41 = A11; #declare B42 = A12; #declare B43 = A13; #declare B44 = A14; #declare C41 = B11; #declare C42 = B12; #declare C43 = B12; #declare C44 = B14; plane{z,0 translate -4*y texture{ pigment{ checker color rgb <0.5,0.5,0.5>, color rgb <1.5,1.5,1.5> } } } union { object {retalho(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44)} object {retalho(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44)} object {retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44)} object {retalho(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44) rotate 90*z} object {retalho(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44) rotate 90*z} object {retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44) rotate 90*z} object {retalho(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44) rotate 180*z} object {retalho(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44) rotate 180*z} object {retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44) rotate 180*z} object {retalho(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44) rotate 270*z} object {retalho(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44) rotate 270*z} object {retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44) rotate 270*z} } // Original camera parameters: // #local cam_ctr = <0.00,0.00,1.00> // #local cam_vec = (<0.00,15.00,10.00>-<0.00,0.00,1.00>) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,0.00,1.00>,<10,10,10>,20.0,z,1.0)