// Last edited on 2009-07-22 13:36:20 by stolfilocal // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tinta_A = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } 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 tinta_C = texture { pigment { color rgb < 0.5, 0.4, 0.6 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare tinta_D = texture { pigment { color rgb < 0.5, 0.3, 1.0 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare tinta_E = texture { pigment { color rgb < 0.7, 0.7, 0.9 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare tinta_F = texture { pigment { color rgb < 1, 0.3, 0.2 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare roleta = seed (1300); #declare roleta_2 = seed (4356); #declare roleta_figura = seed (214); #declare roleta_figura_2 = seed (133); #declare xi = 0; #declare xf = 10; #declare altura = 30; #declare xi_prat = 10; #declare i = 1; #while (i <= 3) #declare estante = box { , } #declare cavidade_estante = box { , } #declare prateleira = box { , } #declare esfera = sphere { ,2 } #declare cilindro = cylinder { , , 2 } #declare caixa = box { , } #declare esfera_2 = sphere { ,2 } #declare cilindro_2 = cylinder { , , 1.8 } #declare caixa_2 = box { , } union { difference { object {estante} object {cavidade_estante} } object {prateleira} #if (i = 1) texture {tinta_A} #else #if (i = 2) texture {tinta_B} #else texture {tinta_D} #end #end } union { #declare desenha = rand (roleta); #if (int (desenha * 4) = 0) object {caixa} #else #if (int (desenha * 4) = 1) object {cilindro} #else #if (int (desenha * 4) = 2) object {esfera} #else object {esfera} #end #end #end #declare cor_figura = rand (roleta_figura); #if (int (cor_figura * 3) = 0) texture {tinta_B} #else #if (int (cor_figura * 3) = 1) texture {tinta_A} #else texture {tinta_C} #end #end } union { #declare desenha_2 = rand (roleta_2); #if (int (desenha_2 * 4) = 0) object {cilindro_2} #else #if (int (desenha_2 * 4) = 1) object {caixa_2} #else #if (int (desenha_2 * 4) = 2) object {esfera_2} #else object {esfera_2} #end #end #end #declare cor_figura = rand (roleta_figura_2); #if (int (cor_figura * 3) = 0) texture {tinta_B} #else #if (int (cor_figura * 3) = 1) texture {tinta_A} #else texture {tinta_C} #end #end } #declare i = i + 1; #declare xi = xi + 15; #declare xf = xf + 15; #declare altura = altura + 4; #declare xi_prat = xi_prat + 5; #end // Original camera parameters: // #local cam_ctr = <20,15,0> // #local cam_vec = (<20,35,80>-<20,15,0>) // #local cam_sky = y #include "camlight.inc" camlight(<20,15,0>,<4,4,10>,100.0,y,1.0)