// Last edited on DATE TIME by USER // Processed by remove-cam-lights #declare vetor_pos = <15.00, 6.00, 5.00 >; #declare vetor_look = < 0,0,0 >; #declare vetor_ligth = < +50.0, +30.0, +50.0 >; #declare tetaZ = (int(clock*10))*360/10; background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #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 <1, 0, 0 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare bola1 = sphere{ < 0, 0, 0> , 0.5 texture { tinta_C } } #declare corte = box{ <1,-1,-0.3> <-1,1,2> texture { tinta_C } } #macro folha() union{ box{ < 0, 0, 0> , <0.25,2,0.25> texture { tinta_C } } difference{ object{bola1} object{corte} translate < 0.25, 2.3, 0.5> } } #end #macro haste1(alfa) union{ sphere{ < 0, 0, 0> , 0.25 texture { tinta_C } } sphere{ < 0, 0, -1> , 0.25 texture { tinta_C } } cylinder{ < 0, 0, 0> , < 0, 0 ,-1> , 0.25 texture { tinta_C } } object{folha() rotate<0,0,alfa> translate<0,0,-1> } } #end #macro haste2(alfa,beta) union{ sphere{ < 0, 0, 0> , 0.25 texture { tinta_C } } sphere{ < 0, 2, 0> , 0.25 texture { tinta_C } } cylinder{ < 0, 0, 0> , < 0, 2 ,0> , 0.25 texture { tinta_C } } object{haste1(beta) rotate translate<0,2,0> } } #end #macro haste3(alfa,beta,gama) union{ box{ <1,-1,-2> <-1,1,.5> texture { tinta_C } } sphere{ < 0, 0, 2> , 0.25 texture { tinta_C } } cylinder{ < 0, 0, 0> , < 0, 0 ,2> , 0.25 texture { tinta_C } } object{haste2(beta,gama) rotate translate<0,0,2> } } #end #declare c0=0.0; #declare c1=0.3; #declare c2=0.7; #declare c3=1.0; #macro quadro(tt) #if((tt>=c0)&(tt=c1)&(tt=c2)&(tt,rgb<0.5,0.5,0.5>} finish{diffuse 0.5 ambient 0.5} } translate -2*z } union{ object{quadro(clock) translate<0,1,0>} object{quadro(mod(clock + 0.3,1.0))translate<0,-4,0>} } // Original camera parameters: // #local cam_ctr = (vetor_look) // #local cam_vec = vrotate(((vaxis_)-(vetor_look)),(vetor_pos,z,tetaZ )) // #local cam_sky = z #include "camlight.inc" camlight((vetor_look),<10,10,10>,20.0,z,1.0)