// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.50, 0.80, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_preto = texture{ pigment{ color rgb < 0.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_rosa = texture{ pigment{ color rgb < 1, 0.4, 0.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_pele = texture{ pigment{ color rgb < 1, 0.72, 0.51 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_escada = texture{ pigment{ color rgb < .5,.6,.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_branco = texture{ pigment{ color rgb < 1, 1, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_azul = texture{ pigment{ color rgb < 0, 0, 240 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare vestido = cone { <0,0,2>,1 <0,0,3>,0.65 texture { tx_rosa } } #declare vestido2 = cone { <0,0,2>,1 <0,0,3>,0.65 texture { tx_rosa } } #declare membro = cylinder { <0,0,1>,<0,0,2>,0.2 texture { tx_pele } } #declare braco_dir = cylinder { <0,0.65,4.4>,<0,1.15,3.54>,0.2 texture { tx_pele } } #declare braco_esq = cylinder { <0,-0.65,4.4>,<0,-1.15,3.54>,0.2 texture { tx_pele } } #declare blusa = cylinder { <0,0,3>,<0,0,4.5>,0.65 texture { tx_azul } } #declare blusa2 = cylinder { <0,0,3>,<0,0,4.5>,0.65 texture { tx_branco } } #declare pescoso = cylinder { <0,0,4.5>,<0,0,4.7>,0.25 texture { tx_pele } } #declare cabeca = sphere { <0,0,5.15>,0.5 texture { tx_pele } } #declare pessoa = union{ object { cabeca } object { pescoso } object { vestido } object { blusa } object { membro translate <0,0.25,0> } object { membro translate <0,-0.25,0> } object { braco_dir } object { braco_esq } } #declare pessoa2 = union{ object { cabeca } object { pescoso } object { vestido2 } object { blusa2 } object { membro translate <0,0.25,0> } object { membro translate <0,-0.25,0> } object { membro translate <0,0.65,2.5> } object { membro translate <0,-0.65,2.5> } } #include "eixos.inc" union { #declare k =4; #declare j=0; #while (j<6) box {<-2-2*j,-1-k*2,0>,<2-2*j,-1+k*2,1+j> texture {tx_escada} } #declare i=-k; #while (i} #else object { pessoa2 translate <-2*j,2*i,j>} #end } #declare i = i + 1; #end #declare j = j+1; #end } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 30.0; #declare dir_camera = <40,-40,20 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)