// 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 0.6 ambient 0.2 } } #declare vermelho = texture { pigment { color rgb < 0.7, 0.0, 0.07 > } finish { diffuse 0.5 specular 0.2 roughness 0.005 reflection 0.1 ambient 0.2 } } #declare cinza = texture { pigment { color rgb < 0.55, 0.55, 0.55 > } finish { diffuse 0.5 specular 0.2 roughness 0.05 reflection 0.1 ambient 0.2 } } #declare vidro = texture { pigment { color rgb < 0.55, 0.55, 0.55 > } finish { diffuse 0.5 specular 0.2 roughness 0.1 reflection 0.1 ambient 0.2 } } #declare dourado = texture { pigment { color rgb < 0.721, 0.52, 0.043 > } finish { diffuse 0.5 specular 0.2 roughness 0.005 reflection 0.4 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 } } #declare calice_fundo= lathe { linear_spline 10, <1, 3>, <3, 5>, <3, 5.5>, <4, 6.5>, <4, 7.5>, <4.5, 7.8>, <5, 8>, <5.2, 9>,<5.4, 9.5>, <1, 3> texture {dourado} } #declare calice_borda= lathe { linear_spline 6, <5.4, 9.5>, <6, 9.7>, <6.2, 9.9>, <6.3, 10.5>,<6.5, 10.5>, <5.4, 9.5> texture {azul} } #declare base= prism { linear_spline 0, 3 , 12, <-6,0>, <-4,2>, <-2,4>, <0,5>, <2,3>, <4,1> <6,-1>, <4,-3>, <2,-5>, <-1,-4>, <-3,-2>, <-6,0> texture{azul} } #declare cristal= prism { linear_spline -5, -1 , 12, <-9,0>, <-7,2>, <-2,4>, <0,5>, <3,3>, <5,1> <11,-1>, <8,-3>, <4,-5>, <-3,-4>, <-6,-2>, <-6,0> texture{vidro} } difference { union{ object {calice_fundo rotate 90*x } object {calice_borda rotate 90*x } object {base rotate 90*x } object {cristal translate -4 *x } } object { box {<0,15,-5>,<10,0,15>}} } plane{z,-5 translate -4 *y texture{ pigment{ checker color rgb < 1,0.0,0.0>, color rgb <1.5,1.5,1.5> } } } // Original camera parameters: // #local cam_ctr = <0.00,0.00,5.00> // #local cam_vec = (<4.00,23.00,+13.00>-<0.00,0.00,5.00>) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,0.00,5.00>,<10,10,10>,20.0,z,1.0)