// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0, 0, 0.5 > } #declare gold = texture { pigment { color rgb <1, 0.8, 0> } finish { ambient 0.2 diffuse 0.3 specular 0.2 roughness 0.05 reflection 0.3 } } #declare silver = texture { pigment { color rgb <0.8, 0.8, 0.8> } finish { ambient 0.2 diffuse 0.3 specular 0.2 roughness 0.1 reflection 0.3 } } #declare ruby = texture { pigment { color rgbf <1, 0.1, 0.1, 0.6> } finish { ambient 0.3 diffuse 0.2 specular 0.3 roughness 0.05 reflection 0.2 ior 1.4 } } sky_sphere { pigment { gradient x color_map { [0.2 color rgb <0,0,1> ] [0.8 color rgb <0.2,0.6,1> ] } scale 2 translate -1 } } #declare roleta = seed(4215); #macro galho(p, V, L, r) #local q = p + (L * V); #if ((r >= 0.05) & (sqrt(q.x*q.x + q.y*q.y + q.z*q.z) < 27)) #local w1 = ; #local w1 = vnormalize(w1); #local w2 = ; #local w2 = vnormalize(w2); #local w3 = ; #local w3 = vnormalize(w3); #local w4 = ; #local w4 = vnormalize(w4); #local w5 = ; #local w5 = vnormalize(w5); union { cylinder { p, q, r } object { galho(q, w1 , (7/8)*L, (3/4)*r) } object { galho(q, w2 , (7/8)*L, (3/4)*r) } object { galho(q, w3 , (7/8)*L, (3/4)*r) } object { galho(q, w4 , (7/8)*L, (3/4)*r) } object { galho(q, w5 , (7/8)*L, (3/4)*r) } } #else sphere { p, 0.15 texture {ruby} } #end #end object { galho(<0,0,0>, <0,0,1>, 6, 0.5) pigment { color rgb <0.2, 0.9, 0.3> } } // Original camera parameters: // #local cam_ctr = <0,0,15> // #local cam_vec = (<-10,-36,10>-<0,0,15>) // #local cam_sky = z #include "camlight.inc" camlight(<0,0,15>,<10,10,10>,20.0,z,1.0)