// 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 < 1.00, 0.0, 0.0 >} finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #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 } } #declare tinta_orange = texture { pigment { color rgb < 1.0, 0.7, 0.5 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare roleta1 = seed(23526); #declare roleta2 = seed(33352); #declare roleta3 = seed(11225); #declare roleta4 = seed(63322); #macro galho(ponto,direcao,compr,raio) #if (raio>0.1) union{ #declare prox = ponto + compr*direcao; cylinder { ponto,prox,raio texture {tinta_brown} } galho(ponto+compr*direcao,direcao+vnormalize(),compr*0.8,raio-0.1) galho(ponto+compr*direcao,direcao+vnormalize(),compr*0.8,raio-0.1) galho(ponto+compr*direcao,direcao+vnormalize(),compr*0.8,raio-0.1) } #else sphere{ ponto,0.1 texture{tinta_red} } #end #end #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{ object{ galho(<0,0,0>,<0,0,1>,1,0.5) translate <5,5,0> } } } // Original camera parameters: // #local cam_ctr = <10.00,10.00,0.00> // #local cam_vec = (<1.00,1.0,4.00>-<10.00,10.00,0.00>) // #local cam_sky = z #include "camlight.inc" camlight(<10.00,10.00,0.00>,<10,10,10>,20.0,z,1.0)