// Last edited on DATE TIME by USER
// Processed by remove-cam-lights

                                                      

  

  

  
  

background{ color rgb < 0.75, 0.80, 0.85 > }

#declare branco = 
  texture {
    pigment { color rgb < 1.00, 1.00, 1.00 > }
    finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 }
  }
  
#declare verde = 
  texture {
    pigment { color rgb < 0.00, 1.00, 0.00 > }
    finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 }
  }

#declare vermelho = 
  texture {
    pigment { color rgb < 1.00, 0.00, 0.00 > }
    finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 }
  }

#declare azul = 
  texture {
    pigment { color rgb < 0.00, 0.00, 1.00 > }
    finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 }
  }
  
#declare amarelo = 
  texture {
    pigment { color rgb < 1.00, 1.00, 0.00 > }
    finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 }
  }  

 
#declare boca=
lathe {
        linear_spline 4,<0,0>, <1,0>, <1,2>,<4,4.5>                      
}

#declare tubo =
lathe {
        linear_spline 3,<0,0>, <1,0>, <1,6>  
  }     
  

#declare trompete =
union{
        object{tubo rotate <0,0,-90,> translate <-2.9,0,0>}
        object{tubo translate<-2,-6.5,0>}
        object{tubo rotate <0,0,-90> translate <-1.15,-7,0> scale<2.5,0,0>}
        object{tubo translate<11.35,-12.5,0> scale<0,.5,0>}
}

#declare a =
prism {
        linear_spline 0, 1, 6,<-3.5,-2>,<-3.5,-1.3>, <5.5,-1.3>,<6.0,-4>,<6,-2>,<-4.5,-2> 
}
#declare b =
prism {
        linear_spline 0, 1, 5,<6,-4>,<8,-4>, <8,-3.3>,<6.0,-3.3>,<6,-2> 
}
#declare c =
prism {
        linear_spline 0, 1, 5,<7.5,-4>,<8,-4>, <8,0>,<7.5,0>,<7.5,-2>                              
}
#declare d =
prism {
linear_spline 0, 1, 6,<-.5,-2>,<-.5,-1.3>, <5.5,-1.3>,<6.0,-4>,<6,-2>,<-2.5,-2> 
}                     

#declare moldura_top=
union{
        object{a} object{b} object{c}
}        
#declare moldura_top2=
 union{
        object{d} object{b} object{c}
}
#declare moldura_down=
prism {
        linear_spline 0, 1, 7, <-0.5,-1.8>, <-0.5,-5.5>, <10,-5.5>, <10,-4.8>, <.5,-4.8>, <.5,-1.8>, <-2.5,-1.8> 
}
#declare moldura_down2=
prism {
        linear_spline 0, 1, 7, <-2.6,2>, <-2.6,-8>, <12,-8>, <12,-9>, <-3.5,-9>, <-3.5,2>, <-5.5,2> 
}  
 
#declare moldura =
union{
        object{moldura_top rotate <90,0,0>}
        object{moldura_top2 rotate <270,0,0> translate <0,0,1>}
        object{moldura_down rotate<-90,0,0> translate <0,0,1>}
        object{moldura_down2 rotate<-90,0,0> translate <0,0,1>}
}

#declare fora =
prism {
        linear_sweep
        linear_spline 0,1,10,
                <0,0>, <6,0>, <6,8>, <0,8>, <0,0>,
                <1,1>, <5,1>, <5,7>, <1,7>, <1,1> 
}

union{
        object{boca rotate <0,0,-90> translate <2,0,0> texture{amarelo}} 
        object{trompete texture{amarelo}}
        object{moldura texture{vermelho} translate <-.4,0,0>}
        object{fora texture {azul} rotate<-90,0,0> scale <4,2.3,1> translate <-8,-11.7,1>}

}

// Original camera parameters:
// #local cam_ctr = <3.00,0,0>
// #local cam_vec = (<3.00,0,50.00>-<3.00,0,0>)
// #local cam_sky = y

#include "camlight.inc"
camlight(<3.00,0,0>,<10,10,10>,20.0,y,1.0)