// Last edited on 2009-07-22 14:42:49 by stolfilocal // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 2.05, 1.70, 1.25 > / 2.05 } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare tinta_B = texture { pigment { color rgb < 1.00, 0.80, 0.10 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare est_base = box { <0, 0, 0> <1, 4, 4> texture {tinta_A} } #declare prateleira1 = box { <-1, 0.2, 1.2> <2, 3.8, 2.4> texture {tinta_A} } #declare prateleira2 = box { <-1, 0.2, 2.6> <2, 3.8, 3.8> texture {tinta_A} } #declare prateleira = box { <0, 0, 2.4> <1, 4, 2.6> texture {tinta_A} } #declare roleta = seed(1); #declare raio = seed(2); #declare objeto1 = #declare vx = 0.1 + rand(roleta*1.9); #declare vy = 0.1 + rand(roleta*1.2); #declare vz = 0.1 + rand(roleta*1.3); box { < 0, 0, 0 >, < vx,vy,vz > texture { tinta_B } } #declare objeto2 = cylinder { #declare r = rand(raio); < 0, 0, 0 >, < 0, 0, r >, 0.5*r texture { tinta_B } } #declare objeto3 = cone{ <0, 0, 0>, 0.3, <0, 0, 0.5>, 0 texture { tinta_B} } #declare estante = union { difference{ object{est_base} union{ object{prateleira1} object{prateleira2} } } } #declare i=0; #while (i<8) #if (i<4) union{ object{estante translate<-4*i, 0, 0>} object{objeto1 translate<0.2 + -4*i, 0.5, 1.2>} object{objeto2 translate<0.2 + -4*i, 2, 1.2>} object{objeto3 translate<0.2 + -4*i, 3.0, 1.2>} object{objeto1 translate<0.2 + -4*i, 0.5, 2.6>} object{objeto2 translate<0.2 + -4*i, 2, 2.6>} object{objeto3 translate<0.2 + -4*i, 3.0, 2.6>} } #else object{estante translate<-4*(i-4), 8, 0>} object{objeto1 translate<0.2 + -4*(i-4), 8.5, 1.2>} object{objeto2 translate<0.2 + -4*(i-4), 10, 1.2>} object{objeto3 translate<0.2 + -4*(i-4), 11.0, 1.2>} object{objeto1 translate<0.2 + -4*(i-4), 8.5, 2.6>} object{objeto2 translate<0.2 + -4*(i-4), 10, 2.6>} object{objeto3 translate<0.2 + -4*(i-4), 11.0, 2.6>} #end #declare i = i+1; #end // Original camera parameters: // #local cam_ctr = <1,0,0> // #local cam_vec = (<7.00,-8.00,5.00>-<1,0,0>) // #local cam_sky = z #include "camlight.inc" camlight(<-7,4,0>,<10,10,10>,35.0,z,1.0)