// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.45 > } plane { <0, 1, 0>, -1 pigment { checker color rgb < 0.85, 0.76, 0.74 >, color rgb < 0.88, 0.88, 0.94 > } } #declare tinta_D = texture { pigment { color rgb < 0.90, 0.78, 0.00 > } finish { diffuse 0.7 specular 0.7 roughness 0.005 ambient 0.2 } } #declare tinta_A = texture { pigment { color rgb < 0.10, 1.00, 1.00 > } finish { diffuse 0.6 specular 0.6 roughness 0.005 ambient 0.2 } } #declare tinta_B = texture { pigment { color rgb < 0.90, 0.90, 0.90 > } finish { diffuse 0.6 specular 0.6 roughness 0.005 ambient 0.2 } } #declare tinta_P = texture { pigment { color rgb < 0.18, 0.18, 0.18 > } finish { diffuse 0.6 specular 0.6 roughness 0.005 ambient 0.2 } } #declare tinta_V = texture { pigment { color rgb < 0.10, 0.40, 0.10 > } finish { diffuse 0.7 specular 0.7 roughness 0.005 ambient 0.2 } } #declare C11=<3.5, 5.0>; #declare C10=<3.2, 4.5>; #declare C9=<2.8, 4.5>; #declare C8=<2.0, 4.0>; #declare C7=<1.2, 3.5>; #declare C6=<0.3, 3.0>; #declare C5=<0.3, 2.0>; #declare C4=<2.25, 1.5>; #declare C3=<2.2, 1.2>; #declare C2=<2.0, 1.0>; #declare C1=<0.0, 1.0>; #declare raio=6; #declare PI=3.141518; #declare angulo=(2*PI/16); #declare B16=< raio*cos(16*angulo), raio*sin(16*angulo) >; #declare B15=< raio*cos(15*angulo), raio*sin(15*angulo) >; #declare B14=< raio*cos(14*angulo), raio*sin(14*angulo) >; #declare B13=< raio*cos(13*angulo), raio*sin(13*angulo) >; #declare B12=< raio*cos(12*angulo), raio*sin(12*angulo) >; #declare B11=< raio*cos(11*angulo), raio*sin(11*angulo) >; #declare B10=< raio*cos(10*angulo), raio*sin(10*angulo) >; #declare B09=< raio*cos(09*angulo), raio*sin(09*angulo) >; #declare B08=< raio*cos(08*angulo), raio*sin(08*angulo) >; #declare B07=< raio*cos(07*angulo), raio*sin(07*angulo) >; #declare B06=< raio*cos(06*angulo), raio*sin(06*angulo) >; #declare B05=< raio*cos(05*angulo), raio*sin(05*angulo) >; #declare B04=< raio*cos(04*angulo), raio*sin(04*angulo) >; #declare B03=< raio*cos(03*angulo), raio*sin(03*angulo) >; #declare B02=< raio*cos(02*angulo), raio*sin(02*angulo) >; #declare B01=< raio*cos(01*angulo), raio*sin(01*angulo) >; #declare B00=< raio*cos(00*angulo), raio*sin(00*angulo) >; #declare calice = lathe { linear_spline 11, C1,C2,C3,C4,C5,C6,C7,C8,C9,C10,C11 texture { tinta_D } } #declare base = prism { linear_sweep linear_spline 0, 1, 17, B00,B01,B02,B03,B04,B05,B06,B07,B08,B09,B10,B11,B12,B13,B14,B15,B16 texture { tinta_V } } #declare corte = box { <-4, 1.00, 5>, < 4, 5.10, 0> } union { difference { union { object { calice } object { base } } object { corte } } split_union on } // Original camera parameters: // #local cam_ctr = <2,2,3> // #local cam_vec = (<14,7,8>-<2,2,3>) // #local cam_sky = y #include "camlight.inc" camlight(<2,2,3>,<10,10,10>,20.0,y,1.0)