// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_X = texture { pigment { color rgb < 0.50, 0.50, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Y = texture { pigment { color rgb < 1.00, 0.80, -250.10 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Z = texture { pigment { color rgb < 0.10, 0.50, 0.10 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_BR = texture { pigment { color rgb < 2.00, 2.00, 2.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_P = texture { pigment { color rgb < 0.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare a11 = <0,-0.2,0>; #declare a12 = <1,0,0>; #declare a13 = <2,0,0>; #declare a14 = <3,-0.2,0>; #declare eixo_x = cylinder { < 0.00, 0.00, 0.00 >, <10.0, 0.00, 0.00 >, 0.05 texture {tinta_X} } #declare eixo_y = cylinder { < 0.00, 0.00, 0.00 >, <0.0, 10.00, 0.00 >, 0.05 texture {tinta_Y} } #declare eixo_z = cylinder { < 0.00, 0.00, 0.00 >, <0.0, 0.00, 10.00 >, 0.05 texture {tinta_Z} } #declare base = prism { linear_spline 0, 1.5,17 , <0,0>, <1,0>, <2,-1>, <3,0>, <4,0>, <4,1>, <5,2>, <4,3> <4,4>, <3,4>, <2,5>, <1,4>, <0,4>, <0,3>, <-1,2>, <0,1> <0,0> texture{tinta_Y} } #declare calice_final = lathe { linear_spline 15, <0, 0>, <2, 0>, <0.5, 1>, <0.5,3>,<2,3>,<2,3.5>,<2,4>, <0.5,4>, <2,6>, <2.5,7>, <3,8>,<2,7>, <1.5,6>, <0.5,4>,<0,0> texture{tinta_Z} } #declare calice = prism { linear_spline 0, 0.5,15, <0, 0>, <2, 0>, <0.5, 1>, <0.5, 3>, <2, 3>, <2,3.5>, <2,4>, <0.5,4>, <2,6>, <2.5,7>, <3,8>,<2,7>, <1.5,6>, <0.5,4>,<0,0> texture{tinta_X} } #declare caixa = box { <0,-4,-4>, <10,10,10> texture{tinta_Z } } object{ base rotate<-90,0,0> translate<0,0,-2>} #declare calice_cortado = difference { object{calice_final rotate<90,0,0> translate<2,2,-2>} object{ caixa rotate<90,0,0> translate<2,2,-2>} } object{calice_cortado} // Original camera parameters: // #local cam_ctr = <0.00,0.00,1.00> // #local cam_vec = vrotate((<7.00,5.00,0.00>-<0.00,0.00,1.00>),5*z) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,0.00,1.00>,<10,10,10>,20.0,z,1.0)