// Last edited on DATE TIME by USER // Processed by remove-cam-lights global_settings { ambient_light rgb<1, 0, 0> } background{ color rgb < 0.75, 0.80, 0.85 > } #declare Prata = texture { pigment { color rgb < 0.10, 0.10, 0.10 > } finish { diffuse 1.0 specular 0.6 roughness 0.6 ambient 1.5 reflection { 0.5 metallic } } } #declare Xic2 = texture { pigment { color rgb < 0.80, 0.80, 0.00 > } finish { diffuse 0.2 specular 0.9 roughness 0.15 ambient 1.1 reflection } } #declare Xic3 = texture { pigment { color rgb < 0.50, 0.20, 0.20 > } finish { diffuse 0.2 specular 0.9 roughness 0.15 ambient 1.0 reflection {0.0 metallic }} } #declare Verde = texture { pigment { color rgb < 0.10, 0.90, 0.10 > } finish { diffuse 0.4 specular 0.1 roughness 0.3 ambient 0.1 } } #declare Center = texture { pigment { color rgb < 1.0, 1.00, 0.10 > } finish { diffuse 0.8 specular 0.4 roughness 0.15 ambient 0.2 reflection {0.1} } } #declare Wood= texture { pigment { wood color_map { [0.0, 1.101 color rgb <0.90, 0.80, 0.30> color rgb <0.50, 0.30, 0.15>] } ramp_wave } } #declare seed1 = seed(123456); #declare seed2 = seed(11786543); #declare seed3 = seed(999888); #macro galho(p, vi, L, r) #declare quadmin = <-10,-10,-10>; #declare quadmax = <10,10,10>; #if (r > 0.015 & (p).x < quadmax.x & (p).y < quadmax.y & (p).z < quadmax.z & (p).x > quadmin.x & (p).y > quadmin.y & (p).z > quadmin.z ) #declare g1 = <(rand(seed1) - 0.3), (rand(seed2) - 0.3), (rand(seed3) - 0.3)>; #declare g2 = <(rand(seed1) - 0.7), (rand(seed2) - 0.7), (rand(seed3) - 0.7)>; merge { cylinder { p, p+vi*L, r texture { Wood } } galho(p+vi*L, vnormalize(vi + g1), L-L/12, r - r/3) galho(p+vi*L, vnormalize(vi + g1), L-L/12, r - r/3) } #else cylinder{p, p + vi*L/2, r texture { Verde }} sphere {p + vi*L/2.5, 0.4 texture {Center}} sphere {p + vi*L/3, 0.4 texture {Center}} sphere {p + vi*L/4, 0.4 texture {Center}} sphere {p + vi*L/5, 0.6 texture {Center}} sphere {p + vi*L/6, 0.7 texture {Center}} sphere {p + vi*L/7, 0.74 texture {Xic2}} sphere {p + vi*L/2, 0.74 texture {Xic2}} sphere {p + vi*L/2.6, 0.8 texture {Center}} sphere {p + vi*L/2.7, 0.7 texture {Center}} #end #end galho(<0,2,0>,<0,1,0>,1, 0.2) plane { y, 1.9 texture {Verde} } sky_sphere { pigment { bozo turbulence 0.65 octaves 6 omega 0.7 lambda 2 color_map { [0.0 0.1 color rgb <0.85, 0.85, 0.85> color rgb <0.75, 0.75, 0.75>] [0.1 0.5 color rgb <0.75, 0.75, 0.75> color rgbt <1, 1, 1, 1>] [0.5 1.0 color rgbt <1, 1, 1, 1> color rgbt <1, 1, 1, 1>] } scale <0.2, 0.5, 0.2> } rotate -135*x } // Original camera parameters: // #local cam_ctr = <0.00,5.00,0.00> // #local cam_vec = (<10.0,5.00,2.00>-<0.00,5.00,0.00>) // #local cam_sky = y #include "camlight.inc" camlight(<0.00,5.00,0.00>,<10,10,10>,20.0,y,1.0)