// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_red = texture{ pigment{ color rgb < 1.00, 0.0, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_verde = texture{ pigment{ color rgb < 0, 1, 0 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_preto = texture{ pigment{ color rgb < 0.0, 0.0, 0.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } 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 } #macro cabeca(textura) union{sphere{ <0,0,1>, 1 texture{ textura } }} #end #macro pescoso(textura) union{cylinder{ <0,0,-0.5>, <0,0,0.0>, 0.2 texture{ textura } }} #end #macro bracoDir(textura) union{ cylinder{ <0.2,-2,-1>, <0,-1,0>, 0.4 texture{ textura } }} #end #macro bracoEsq(textura) union{ cylinder{ <0.2,2,-1>, <0,1,0>, 0.4 texture{ textura } }} #end #macro corpo(textura) union{box{ <0.8,-1.1,-3>, <-0.8, 1.1,-0.3> texture{textura} } } #end #macro perna(textura) union{ cylinder{ <0,0,-3>, <0,0,-5>, 0.45 texture{ textura } } } #end #macro pessoa(texturaCorpo, texturaResto) union{ object{ cabeca(texturaResto) } object{ pescoso(texturaResto) } object{ bracoDir(texturaResto) translate < 0, 0,-0.8 >} object{ bracoEsq(texturaResto) translate < 0, 0,-0.8 >} object{ corpo(texturaCorpo) } object{ perna(texturaResto) translate < 0, -0.5,0 > } object{ perna(texturaResto) translate < 0, 0.5,0 > } scale 0.2 translate < 0, 0, 2 > } #end #macro boxEscada(tamanho) union{ box{ <0,0,0>, <-1,tamanho,1> } } #end #macro Escada1(inicio, tamanho, fileira, textura) union{ #declare i = 0; #declare k = 0; #while (k texture{textura} } #declare i = i - 0.5; #declare k = k + 0.5; #end scale 0.3 } #end #macro Escada2(inicio, tamanho, fileira, textura) union{ #declare i = 0; #declare k = 0; #while (k texture{textura} } #declare i = i + 0.5; #declare k = k + 0.5; #end scale 0.3 } #end #declare campo = box{ <1,-1.5,0>, < -1, 1.5,0.0> texture{tx_verde} } #declare roleta = seed(315); #include "eixos.inc" union{ object{ eixos(3.00) } object{ campo } union{ object{ Escada1(0, 4,8, tx_verde) translate<-1,-2,0>} object{ Escada1(4, 2,4, tx_red) translate<-1,-2,0>} object{ Escada1(6, 4,8, tx_xadrez) translate<-1,-2,0>} translate<0,0.45,0> } union{ object{ Escada2(0, 4,8, tx_verde) translate<1,-2,0>} object{ Escada2(4, 2,4, tx_red) translate<1,-2,0>} object{ Escada2(6, 4,8, tx_xadrez) translate<1,-2,0>} translate<0.3,0.45,0> } union{ #declare i = 0; #declare k = 0; #while (k <6 ) #declare j = -2; #while (j <2 ) #if(rand(roleta) < 0.25) object{pessoa(tx_xadrez, tx_preto) translate } #else #if(rand(roleta) < 0.50) object{pessoa(tx_red, tx_xadrez) translate } #else object{pessoa(tx_xadrez, tx_xadrez) translate } #end #end #declare j = j + 1; #end #declare i = i - 1; #declare k = k + 1; #end scale 0.3 translate<-1.2,-0.8,0> } union{ #declare i = 0; #declare k = 0; #while (k <4 ) #declare j = 0; #while (j <1 ) #if(rand(roleta) < 0.25) object{pessoa(tx_xadrez, tx_red) translate } #else #if(rand(roleta) < 0.50) object{pessoa(tx_red, tx_red) translate } #else object{pessoa(tx_preto, tx_preto) translate } #end #end #declare j = j + 1; #end #declare i = i - 1; #declare k = k + 1; #end scale 0.3 translate<-1.2,0,0> } union{ #declare i = 1; #declare k = 0; #while (k <6 ) #declare j = -2; #while (j < 2 ) #if(rand(roleta) < 0.25) object{pessoa(tx_xadrez, tx_red) translate } #else #if(rand(roleta) < 0.50) object{pessoa(tx_red, tx_red) translate } #else object{pessoa(tx_preto, tx_preto) translate } #end #end #declare j = j + 1; #end #declare i = i + 0.5; #declare k = k + 0.5; #end scale 0.3 translate<1.0,-0.8,0> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 0.00, 8.00, 8.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)