// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.8, 0.80, 0.85 > } plane {z, 0 pigment { checker color rgbf <0.6,0.4,0.6, 0.6>, color rgbf <0.5,0,1, 0.6> } finish {reflection 0.6} } #declare Dourado = texture { pigment { color rgb < 0.8, 0.8, 0.2>} finish { specular 0.1 roughness 0.005 ambient 0.1 reflection 0.6 } } #declare Chao = texture { pigment { color rgb < 0.60, 0.20, 0.55 > } finish { ambient 0.6 diffuse 0.8 phong 0.5 roughness 0.5 brilliance 0.5} } #declare Prata = texture { pigment { color rgb < 0.20, 0.20, 0.20 > } finish { ambient 0.6 phong 0.5 reflection 0.7 roughness 0.1 brilliance 0.5 } } #declare roleta = seed(34413); #declare raio = 30; #macro galho (p, V, L, r) union { #if (r > 0) cylinder { p, p+V*L, r texture {Chao} } #local q = p+V*L; #local distq=sqrt(q.x*q.x+(q.y-3)*(q.y-3)+q.z*q.z); #if(distq > raio) sphere { p, 0.5 texture {Dourado} } #else #local u1 = <0.5 - rand(roleta), 0.5 - rand(roleta), 0.5 - rand(roleta)>; #local u2 = <0.5 - rand(roleta), 0.5 - rand(roleta), 0.5 - rand(roleta)>; #local V1 = V+u1; #local V2 = V+u2; #local V1 = vnormalize (V1); #local V2 = vnormalize (V2); object{galho(q, V2, L-0.2, r-0.05)} object{galho(q, V1, L-0.2, r-0.05)} #end #else sphere { p, 0.5 texture {Dourado} } #end } #end #declare ponto = <0,0,1>; object {galho(<0,0,0>, ponto, 3, 0.5)} // Original camera parameters: // #local cam_ctr = <0.00,0.00,30.00> // #local cam_vec = (<00.00,100.0,100.00>-<0.00,0.00,30.00>) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,0.00,30.00>,<10,10,10>,20.0,z,1.0)