// Last edited on DATE TIME by USER
// Processed by remove-cam-lights






  






  

  




background{ color rgb < 0.75, 0.80, 0.85 > }

#declare piso =
  plane { z, 0
    texture {
      pigment { checker <0,0,0>, <1,1,1>}
      finish { ambient 0.1 diffuse 0.9 }
      scale 10
    }
  }

#declare azul = 
  texture {
    pigment { color rgb < 0.10, 0.80, 1.00 > }
    finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 }
  }

#declare preto = 
  texture {
    pigment { color rgb < 0, 0, 0 > }
    finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 }
  }



#declare a21 = < 3,   0, 6>;
#declare a22 = < 3,   1, 6>;
#declare a23 = < 1,   3, 6>;
#declare a24 = < 0,   3, 6>;
#declare a31 = < 3,   0, 4>;
#declare a32 = < 3,   1, 4>;
#declare a33 = < 1,   3, 4>;
#declare a34 = < 0,   3, 4>;
#declare a41 = < 3,   0, 2>;
#declare a42 = < 3,   1, 2>;
#declare a43 = < 1,   3, 2>;
#declare a44 = < 0,   3, 2>;

#declare b21 = < 4,   2, 12>;
#declare b22 = < 4,   2, 12>;
#declare b23 = < 2,   4, 12>;
#declare b24 = < 2,   4, 12>;
#declare b31 = < 4,   1, 10>;
#declare b32 = < 4,   2, 10>;
#declare b33 = < 2,   4, 10>;
#declare b34 = < 1,   4, 10>;

#declare c11 = < 7,   7, 20>;
#declare c12 = < 7,   7, 20>;
#declare c13 = < 7,   7, 20>;
#declare c14 = < 7,   7, 20>;
#declare c21 = < 6,   4, 18>;
#declare c22 = < 6,   4, 18>;
#declare c23 = < 4,   6, 18>;
#declare c24 = < 4,   6, 18>;
#declare c31 = < 5,   3, 16>;
#declare c32 = < 5,   3, 16>;
#declare c33 = < 3,   5, 16>;
#declare c34 = < 3,   5, 16>;

#declare a11 = (a21 + b31) / 2;
#declare a12 = (a22 + b32) / 2;
#declare a13 = (a23 + b33) / 2;
#declare a14 = (a24 + b34) / 2;

#declare b41 = a11;
#declare b42 = a12;
#declare b43 = a13;
#declare b44 = a14;

#declare b11 = (b21 + c31) / 2;
#declare b12 = (b22 + c32) / 2;
#declare b13 = (b23 + c33) / 2;
#declare b14 = (b24 + c34) / 2;

#declare c41 = b11;
#declare c42 = b12;
#declare c43 = b13;
#declare c44 = b14;

#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{azul}
    }
    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

object {
  union {
    retalho(a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34, a41, a42, a43, a44)
    retalho(b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34, b41, b42, b43, b44)
    retalho(c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34, c41, c42, c43, c44)
  }
}

object {
  union {
    retalho(a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34, a41, a42, a43, a44)
    retalho(b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34, b41, b42, b43, b44)
    retalho(c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34, c41, c42, c43, c44)
  }
  rotate 90*z
}

object {
  union {
    retalho(a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34, a41, a42, a43, a44)
    retalho(b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34, b41, b42, b43, b44)
    retalho(c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34, c41, c42, c43, c44)
  }
  rotate 180*z
}

object {
  union {
    retalho(a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34, a41, a42, a43, a44)
    retalho(b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34, b41, b42, b43, b44)
    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 = <0.00,0.00,10.00>
// #local cam_vec = (<15.00,30.00,10.00>-<0.00,0.00,10.00>)
// #local cam_sky = z

#include "camlight.inc"
camlight(<0.00,0.00,10.00>,<10,10,10>,20.0,z,1.0)