// Last edited on DATE TIME by USER // Processed by remove-cam-lights #declare vv = <200,200,200>; #declare uu = vrotate (vv, <0,0,0>); #declare ww = vaxis_rotate (vv, y, clock*360); #declare vboate = < 50, 0, 80 >; #declare wboate = vaxis_rotate (vboate, x, clock*360); #declare vboate2 = < 25, 0, 60 >; #declare wboate2 = vaxis_rotate (vboate2, x, 1 - clock*360); background { color rgb < 0.75, 0.80, 0.85 > } #declare azul = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare amarelo = texture { pigment { color rgb < 1.00, 0.80, 0.10 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare roxo = texture { pigment { color rgb < 0.5, 0.4, 0.6 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare azul = texture { pigment { color rgb < 0.2, 0.1, 1.0 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare lilas = texture { pigment { color rgb < 0.7, 0.7, 0.9 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 1, 0, 0 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare plano = plane { y, 0 texture { pigment { hexagon rgb <0.8,0.9,0.7>, rgb <0.6,0.5,0.4>, rgb <0.4,0.5,0.6> } finish { diffuse 0.5 ambient 0.5 } } scale 15 } #macro folha () merge { cone { <0,0,0>, 1, <0,10,0>, 1 texture {azul} } cone { <-3,10,0>, 1, <3,10,0>, 1 texture {azul} } cone { <-2,10,0>, 1, <-2,14,0>, 0 texture {azul} } cone { <0,10,0>, 1, <0,14,0>, 0 texture {azul} } cone { <2,10,0>, 1, <2,14,0>, 0 texture {azul} } } #end #macro base_1 (alfa) union { cone { <0,0,0>, 3, <0,20,0>, 3 texture {vermelho} } object { folha () rotate translate <0,20,0> } sphere { <0,20,0>, 3 texture {vermelho} } } #end #macro base_2 (beta,alfa) union { cone { <0,0,0>, 5, <0,30,0>, 5 texture {roxo} } object { base_1 (alfa) rotate translate <0,30,0> } sphere { <0,30,0>, 5 texture {roxo} } } #end #macro base_3 (gama, beta,alfa) union { cone { <0,0,0>, 7, <0,40,0>, 7 texture {lilas} } object { base_2 (beta,alfa) rotate translate <0,40,0> } sphere { <0,40,0>, 7 texture {lilas} } cone { <0,0,0>, 20, <0,1,0>, 20 texture {amarelo} } } #end #declare nquadros = 6; #declare cini = 0.0; #declare cfim = 1.0; #declare cpasso = (cfim-cini)/(nquadros-0.999); #declare ck = cini; #declare c0 = 0.0; #declare c1 = 0.2; #declare c2 = 0.4; #declare c3 = 0.6; #declare c4 = 0.8; #declare c5 = 1.0; #macro quadro (ck) #if ((ck >= c0) & (ck < c1)) #declare rr = (ck-c0)/(c1-c0); #declare ss = (c1-ck)/(c1-c0); #declare alfa = ss * 30 + rr * 95; #declare beta = ss * 0 + rr * 90; #declare gama = 0; #end #if ((ck >= c1) & (ck < c2)) #declare rr = (ck-c1)/(c2-c1); #declare ss = (c2-ck)/(c2-c1); #declare alfa = ss * 95 + rr * 90; #declare beta = ss * 90 + rr * 60; #declare gama = 0; #end #if ((ck >= c2) & (ck < c3)) #declare rr = (ck-c2)/(c3-c2); #declare ss = (c3-ck)/(c3-c2); #declare alfa = ss * 90 + rr * 45; #declare beta = ss * 60 + rr * 90; #declare gama = 0; #end #if ((ck >= c3) & (ck < c4)) #declare rr = (ck-c3)/(c4-c3); #declare ss = (c4-ck)/(c4-c3); #declare alfa = ss * 45 + rr * 30; #declare beta = ss * 90 + rr * 90; #declare gama = 0; #end #if ((ck >= c4) & (ck < c5)) #declare rr = (ck-c4)/(c5-c4); #declare ss = (c5-ck)/(c5-c4); #declare alfa = ss * 30 + rr * 30; #declare beta = ss * 90 + rr * 0; #declare gama = 0; #end object { base_3 (alfa,beta,gama) } #end object {plano} object { quadro (clock) rotate <0,30,0> translate <25,0.25,37.5> } object { quadro (mod(clock+0.3,1.0)) rotate <0,-150,0> translate <83.33,0.25,125> } // Original camera parameters: // #local cam_ctr = <60,0,80> // #local cam_vec = ((ww)-<60,0,80>) // #local cam_sky = y #include "camlight.inc" camlight(<60,0,80>,<10,10,10>,20.0,y,1.0)