// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare branco = texture { pigment { color rgb < 1.00, 1.00, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare verde = texture { pigment { color rgb < 0.00, 1.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare azul = texture { pigment { color rgb < 0.00, 0.00, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare bla = texture { pigment { color rgb < 0.50, 0.20, 0.30 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare quadriculado = texture { pigment { checker color rgb < 1.00, 0.00, 0.00 > color rgb < 1.00, 1.00, 1.00 > } } #declare fundo = plane { z,0 translate -5*z texture { quadriculado } } #declare prata = texture { pigment { color rgb < 0.70, 0.70, 0.70 > } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } #declare dourado = texture { pigment { color rgb < 1.00, 0.80, 0.00 > alpha 0.7 } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.005 reflection 0.2 } } object {fundo} #declare sbroble = blob { threshold .65 sphere { <.5,0,0>, .8, 1 texture {azul} } sphere { <-.5,0,0>,.8, 1 texture {verde} } sphere { <0,0,1>,1.5, 1 texture {vermelho} } cylinder{<0,0,1>,<0,0,-2>,0.5,1 texture{azul}} sphere { <0,0,-2>,1.5, 1 texture {prata} } finish { phong 1 } } #declare boxP1=<2,2,2>; #declare boxP2=<-2,-2,-2>; #macro getCylinder(p,q,r) cylinder{ p,q,r texture{azul} } #end #declare num = seed(123456); #macro galho(p,vet,L,r) #if((r > 0.01) & ((p+L*vet).x < boxP1.x) & ((p+L*vet).y < boxP1.y) & ((p+L*vet).z < boxP1.z) & ((p+L*vet).x > boxP2.x) & ((p+L*vet).y > boxP2.y) & ((p+L*vet).z > boxP2.z)) union{ object{ getCylinder(p,p+L*vet,r) } galho(p+L*vet,vnormalize((vet + )),L * 0.9, r * 0.8) galho(p+L*vet,vnormalize((vet + )),L * 0.9, r * 0.8) galho(p+L*vet,vnormalize((vet + )),L * 0.9, r * 0.8) } #else object{ sphere { p, r texture {vermelho} } } #end #end union{ object{ box{boxP1,boxP2 texture{dourado} } } object{ galho(<0,0,-1.9>,<0,0,1>,1,0.2) } } // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = vrotate(<5.00,5.00,0.00>,20*z) // #local cam_sky = z #include "camlight.inc" camlight(<0,0,0>,<10,10,10>,20.0,z,1.0)