// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tinta_red = texture { pigment { color rgb < 0.65, 0.0, 0.0 >} finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.2 reflection 0.2 } } #declare tinta_yellow = texture { pigment { color rgb < 1.0, 0.8, 0.1 > filter 1.0} finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_gold = texture { pigment { color rgb < 1.0, 0.8, 0.1 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.2 reflection 0.2} } #declare tinta_green = texture { pigment { color rgb < 0.00, 0.65, 0.0 > filter 1.0} finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_green_metal = texture { pigment { color rgb < 0.00, 0.65, 0.0 >} finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.2 reflection 0.2 } } #declare tinta_blue = texture { pigment { color rgb < 0.00, 0.0, 0.65 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_black = texture { pigment { color rgb < 0.00, 0.00, 0.0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_white = texture { pigment { color rgb < 1.0, 1.0, 1.0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_silver = texture { pigment { color rgb < 1.0, 1.0, 1.0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.2 reflection 0.2 } } #declare tinta_brown = texture { pigment { color rgb < 0.5, 0.25, 0.1 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.2 reflection 0.2 } } #declare tinta_pink = texture { pigment { color rgb < 1.0, 0.8, 0.8 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #macro base(altura,tinta) prism{ 0.00, altura, 6 <-0.50, 0.00>, < 0.50, 0.00>, < 0.50, 0.50>, < 0.00, 1.25>, <-0.50, 0.50>, <-0.50, 0.00> texture{ tinta } } #end #declare base_calice = lathe{ quadratic_spline 3, <0.00, 0.00>, <0.50, 0.00>, <0.25, 0.10> texture {tinta_silver} } #declare base_haste = lathe{ bezier_spline 4, <0.25, 0.10>, <0.15, 0.12>, <0.15, 0.13>, <0.15, 0.15> texture {tinta_silver} } #declare haste_baixo = lathe{ bezier_spline 4, <0.15, 0.15>, <0.20, 0.20>, <0.20, 0.25>, <0.15, 0.30> texture {tinta_gold} } #declare haste_alto = lathe{ linear_spline 2, <0.15, 0.30>, <0.15, 0.80> texture {tinta_silver} } #declare taca_fora = lathe{ bezier_spline 4, <0.15, 0.80>, <1.0, 0.80>, <0.45, 1.30>, <0.50, 1.50> texture {tinta_silver} } #declare taca_borda = lathe{ linear_spline 2, <0.50, 1.50>, <0.45, 1.50> texture {tinta_gold} } #declare taca_dentro = lathe{ bezier_spline 4, <0.15, 0.85>, <0.5, 0.80>, <0.40, 1.30>, <0.45, 1.50> texture {tinta_gold} } #declare tab_preto = box { < 0.25, 0.00, 0.00 >, < 0.00, 0.25, 0.10 > texture { tinta_black } } #declare tab_branco = box { < 0.25, 0.00, 0.00 >, < 0.00, 0.25, 0.10 > texture { tinta_white } } #declare j = 0; #declare shift_y = 0; #declare roleta = seed(12345); union { #while (j<50) #declare i = 0; #declare shift_x = 0; #while (i<50) #if (mod(j,2)=0) #if (mod(i,2)=0) object { tab_preto translate } #else object { tab_branco translate } #end #else #if (mod(i,2)=0) object { tab_branco translate } #else object { tab_preto translate } #end #end #declare shift_x = shift_x+0.25; #declare i = i+1; #end #declare j = j+1; #declare shift_y = shift_y+0.25; #end union{ union{ object {base(0.30,tinta_gold) rotate<90,0,0> } object {base(0.30,tinta_gold) rotate<90,0,90> } object {base(0.30,tinta_gold) rotate<90,0,180> } object {base(0.30,tinta_gold) rotate<90,0,270> } object {base(0.20,tinta_silver) rotate<90,0,45> } object {base(0.20,tinta_silver) rotate<90,0,135> } object {base(0.20,tinta_silver) rotate<90,0,225> } object {base(0.20,tinta_silver) rotate<90,0,315> } } union{ object {base_calice} object {base_haste} object {haste_baixo} object {haste_alto} object {taca_fora} object {taca_borda} object {taca_dentro} rotate<90,0,0> translate <0,0,0.3> } translate <5,5,0> } } // Original camera parameters: // #local cam_ctr = <10.00,10.00,-5.00> // #local cam_vec = (<2.00,2.0,4.00>-<10.00,10.00,-5.00>) // #local cam_sky = z #include "camlight.inc" camlight(<10.00,10.00,-5.00>,<10,10,10>,20.0,z,1.0)