// 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_verde = texture{ pigment{ color rgb < 0.10, 1.00, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_branco = texture{ pigment{ color rgb < 1.0, 1.00, 1.0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_preto = texture{ pigment{ color rgb < 0.0, 0.00, 0.0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_vermelho = texture{ pigment{ color rgb < 1.00, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 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_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_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #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 torcedorA = union { cone { < 0 , 0, 2 >,0.1 < 0 ,0 , 0.5 >, 0.3 texture{ tx_plastico } } sphere{ <0,0,2.35>, 0.35 texture{tx_fosca} } cylinder{ < 0, 0, 1.5 >, < 0.5, 0, 1.2 >, 0.10 texture{ tx_fosca } } cylinder{ < 0, 0, 1.5 >, < -0.5, 0, 1.2 >, 0.10 texture{ tx_fosca } } cylinder{ < 0.2, 0, 0.5 >, < 0.25, 0, 0 >, 0.10 texture{ tx_fosca } } cylinder{ < -0.2, 0, 0.5 >, < -0.25, 0, 0 >, 0.10 texture{ tx_fosca } } } #declare torcedorB = union { cone { < 0 , 0, 2 >,0.1 < 0 ,0 , 0.5 >, 0.3 texture{ tx_verde } } sphere{ <0,0,2.35>, 0.35 texture{tx_vermelho } } cylinder{ < 0, 0, 1.5 >, < 0.5, 0, 1.2 >, 0.10 texture{ tx_vermelho } } cylinder{ < 0, 0, 1.5 >, < -0.5, 0, 1.2 >, 0.10 texture{ tx_vermelho } } cylinder{ < 0.2, 0, 0.5 >, < 0.25, 0, 0 >, 0.10 texture{ tx_vermelho } } cylinder{ < -0.2, 0, 0.5 >, < -0.25, 0, 0 >, 0.10 texture{ tx_vermelho } } } #macro torcida(n,m) union { #declare roleta=seed(315); #declare i=0; #while(i } #else #if( rand(roleta) <0.33) object{ torcedorB translate <1+j*1.5,0.5-i,0.5+i/2> } #end #end #declare j=j+1; #end #declare i=i+1; #end } #end #declare cadeira = union { box {<0,0,0>, <0.4,0.4,0.1> texture{tx_branco}} box {<0,0,0>, <-0.1,0.4,0.5> texture{tx_branco}} } #macro sessao(n,largura,assentos) union { #declare i=0; #while (i, } #if (assentos=1) #declare j=0; #while(j rotate 90*z} #declare j=j+1; #end #end #declare i=i+1; #end } #end #macro escada(n,largura) union { #declare i=0; #while (i, } #declare i=i+0.5; #end } #end #declare campo = union { box{ <-10,-5,0>, <+10,+5,0> texture{ tx_verde } } box{ < -0.1,-5,0.01>, <+0.1,+5,0.01> texture {tx_branco} } } #include "eixos.inc" union{ object{ eixos(3) } object{ campo translate < 0,0,0 > } object{ sessao(10,17,0) translate <-7,-6,0> texture{tx_vermelho} } object{ torcida(10,11)translate <-7,-6,0> } object{ sessao(4,17,0) translate <-7,-6,0> rotate 180*z texture{tx_vermelho}} object{ torcida(4,9) translate <-7,-6,0> rotate 180*z } object{ sessao(6,5,1) translate <-7,-10,2> rotate 180*z texture{tx_preto} } object{ torcida(6,3) translate <-7.5,-10,2> rotate 180*z } object{ sessao(6,5,1) translate <0,-10,2> rotate 180*z texture{tx_preto} } object{ torcida(6,3) translate <-0.5,-10,2> rotate 180*z } object{ sessao(6,3,0) translate <7,-10,2> rotate 180*z texture{tx_vermelho} } object{ torcida(6,2) translate <6.5,-10,2> rotate 180*z } object{ escada(10,3) translate <-10,-6,0> texture{tx_fosca} } object{ escada(10,3) translate <-10,-6,0> rotate 180*z texture{tx_fosca} } object{ escada(6,2) translate <-2,-10,2> rotate 180*z texture{tx_fosca} } object{ escada(6,2) translate <5,-10,2> rotate 180*z texture{tx_fosca} } } #include "camlight.inc" #declare centro_cena = < 0.00, 2.00, 0.00 >; #declare raio_cena = 40.0; #declare dir_camera = < 17.00, 0.00, 17.00 >; #declare dist_camera = 30.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)