// ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_chocolate = texture{ pigment{ color rgb < 0.89, 0.69, 0.19 > } finish{ diffuse 0.8 roughness 0.5 } } #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 < 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 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare dinheiro = box{ <0,-0.1,3>, <1,0.1,3.5> texture{ tx_espelho } } #declare galho = cone{ <0,0,0>, 0.5, <0,0,2>, 0 texture{ tx_chocolate } } #declare ramos = cylinder{ <0,0,0>, <3,0,4> 0.5 texture{ tx_chocolate } } #declare tronco = cylinder{ <0,0,0>, <0,0,6> 1 texture{ tx_chocolate } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } // ====================================================================== // MACROS //arvore( n, translate rotate aditional rotate G ) #macro arvore(n,A,B,C,D,E,F,G) #if(n=0) union{ object{ galho rotate translate rotate <0,0,G> } object{ dinheiro translate -<0,-0.1,1> rotate translate rotate <0,0,G> } } #else union{ object{ galho rotate translate rotate <0,0,G> } object{ dinheiro translate -<0,-0.1,1> rotate translate rotate <0,0,G> } object{ arvore(n-1,A,B,C,D,E+90,F,G) } object{ arvore(n-1,A,B,C,D+90,E+90,F,G+120) } object{ arvore(n-1,A,B,C,D-90,E+90,F,G+240) } } #end #end //base( arvore n, translate rotate ) #macro base(n,D,E,F) union{ object{ tronco } object{ ramos translate <0,0,6> } object{ arvore(n,3,0,10,D,E,F,0) } object{ ramos rotate <0,0,120> translate <0,0,6> } object{ arvore(n,3,0,10,D,E,F,120) } object{ ramos rotate <0,0,240> translate <0,0,6> } object{ arvore(n,3,0,10,D,E,F,240) } } #end // ====================================================================== #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ base(2,0,0,0) } object{ chao texture{ tx_xadrez } } } #include "camlight.inc" #declare centro_cena = < 0.00, 3.00, 6.00 >; #declare raio_cena = 12.0; #declare dir_camera = < 14.00, 7.00, 7.00 >; #declare dist_camera = 95.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)