// Last edited on DATE TIME by USER // Processed by remove-cam-lights #declare c0 = 0.00; #declare c1 = 0.50; #declare c2 = 1.00; #include "metals.inc" #include "metals.inc" background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #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 preto = texture { pigment { color rgb < 0.00, 0.00, 0.00 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare cinza = texture { pigment {color rgb < 0.80, 0.80, 0.80 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare marrom = texture { pigment {color rgb < 0.90, 0.65, 0.20 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare azul = texture { pigment { color rgb < 0.10, 0.00, 0.80 > } 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 verde = texture { pigment { color rgb < 0.10, 0.85, 0.10 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 0.85, 0.05, 0.10 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare vermelho_chique = texture { pigment { bozo color_map { [0.5 color rgb < 0.85, 0.05, 0.10 > ] [0.7 color rgb < 0.10, 0.85, 0.10 > ] } } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } plane { z, 0 texture { pigment { checker <1,1,1> , <0.5,0.5,0.6> } finish { diffuse 1 specular 0.5 roughness 0.005 ambient 0.1 } } translate -25*z } difference{ object { prism { cubic_spline 0, 1, 6, < 3, -5>, < 3, 5>, <-5, 0>, < 3, -5>, < 3, 5>, <-5, 0> texture {verde} rotate<90,0,0> scale<10,10,10> } rotate<0,0,90> } object { prism { cubic_spline 0, 1, 6, < 3, -5>, < 3, 5>, <-5, 0>, < 3, -5>, < 3, 5>, <-5, 0> texture {verde} rotate<90,0,0> scale<9,9,11> translate<0,0,2> } rotate<0,0,90> } } union{ lathe { cubic_spline 49, <0.5,0> <0.5,1.4783> <0.6,2.9565> <0.7,4.4348> <0.8,5.913> <0.9,7.3913> <1,8.8696> <1.1,10.3478> <1.2,11.8261> <1.3,13.3043> <1.4,14.7826> <1.5,16.2609> <1.6,17.7391> <1.7,19.2174> <1.8,20.6957> <1.9,22.1739> <2,23.6522> <2.15,25.1304> <2.4,26.6087> <2.8,28.087> <3.5,29.5652> <4.3,31.0435> <5.5,32.5217> <7.5,34> <7.4,34> <5.4,32.5217> <4.2,31.0435> <3.4,29.5652> <2.7,28.087> <2.3,26.6087> <2.05,25.1304> <1.9,23.6522> <1.8,22.1739> <1.7,20.6957> <1.6,19.2174> <1.5,17.7391> <1.4,16.2609> <1.3,14.7826> <1.2,13.3043> <1.1,11.8261> <1,10.3478> <0.9,8.8696> <0.8,7.3913> <0.7,5.913> <0.6,4.4348> <0.5,2.9565> <0.4,1.4783> <0.4,0> <0.5,0> texture {amarelo} finish{ambient 0.5} rotate <0,0,90> translate <17,0,0> } cylinder { <15.5217,0,0> <24,0,0> 0.5 texture {amarelo} finish{ambient 0.5} } translate<0,10,15> scale<1.5,1.5,1.5> } // Original camera parameters: // #local cam_ctr = <0.00,1.00,0.00> // #local cam_vec = (<10.00,2.80,150.00>-<0.00,1.00,0.00>) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,1.00,0.00>,<10,10,10>,20.0,z,1.0)