// Last edited on DATE TIME by USER // Processed by remove-cam-lights #declare Camera_0 = #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 } } #macro folha() cylinder { < 0.00, 0.00, 0.00 >, < 2.00, 0.00, 0.00 >, 0.1 texture { tinta_B } } #end #macro primeiro_pai(gama) union { cylinder { < 0.00, 0.00, 0.00 >, < 2.00, 0.00, 0.00 >, 0.1 texture { tinta_A } } object { folha() rotate <0,gama,0> translate <2,0,0> } } #end #macro segundo_pai(beta, gama) union { cylinder { < 0.00, 0.00, 0.00 >, < 2.00, 0.00, 0.00 >, 0.1 texture { tinta_B } } object { primeiro_pai(gama) rotate <0,beta,0> translate <2,0,0> } } #end #macro talher(alfa, beta, gama) union { cylinder { < 0.00, 0.00, 0.00 >, < 3.00, 0.00, 0.00 >, 0.3 texture { tinta_A } } object { segundo_pai(beta, gama) rotate <0,alfa,0> translate <3,0,0> } } #end #declare nh = 3; #declare nv = 3; #declare nquadros = nh * nv; #declare cini = 0.0; #declare cfim = 1.0; #declare cpasso = (cfim - cini)/(nquadros - 0.9999); #declare ck = cini; #declare iv = 0; #declare c0 = 0.0; #declare c1 = 0.25; #declare c2 = 0.5; #declare c3 = 0.75; #declare c4 = 1.0; #declare angulo = 15; #declare vv = <1, 1, 1>; #declare uu = vrotate(vv,<2,2,2>); #declare ww = vaxis_rotate(vv, 5, angulo); #macro quadro(ck) #if ((ck >= c0) & (ck < c1)) #declare rr = (ck - c0) / (c1 - c0); #declare ss = (c1 - ck) / (c1 - c0); #declare alfa = ss * 0 + rr * 45; #declare beta = ss * 0 + rr * 0; #declare gama = ss * 0 + rr * 45; #end #if ((ck >= c1) & (ck < c2)) #declare rr = (ck - c1) / (c2 - c1); #declare ss = (c2 - ck) / (c2 - c1); #declare alfa = ss * 45 + rr * 45; #declare beta = ss * 0 + rr * -90;; #declare gama = ss * 45 + rr * 45; #end #if ((ck >= c2) & (ck < c3)) #declare rr = (ck - c2) / (c3 - c2); #declare ss = (c3 - ck) / (c3 - c2); #declare alfa = ss * 45 + rr * 45; #declare beta = ss * -90 + rr * -90; #declare gama = ss * 45 + rr * -90; #end #if ((ck >= c3) & (ck < c4)) #declare rr = (ck - c3) / (c4 - c3); #declare ss = (c4 - ck) / (c4 - c3); #declare alfa = ss * 45 + rr * 0; #declare beta = ss * 0 + rr * 0; #declare gama = ss * 0 + rr * 0; #end object { talher(alfa, beta, gama) } #end #if (clock < 0.5) background{ color rgb <1, 0, 0> * (clock)} #end #if (clock >= 0.5) background{ color rgb <1, 0, 0> * (1-clock)} #end object{quadro(clock)} object{quadro(mod(clock+0.30,10.0)) translate <1,1,1>} // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = <10,10,10> // #local cam_sky = y #include "camlight.inc" camlight(<0,0,0>,<10,10,10>,20.0,y,1.0)