// 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 0.2 roughness 0.005 } } #declare tx_verde = texture{ pigment{ color rgb < 0.48, 0.99, 0.00 > } }; #declare tx_cinza_escuro = texture{ pigment{ color rgb < 0.2, 0.2, 0.2 > } }; #declare tx_vermelho = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } } #declare tx_marrom = texture{ pigment{ color rgb < 0.92, 0.64, 0.51 > } }; #declare tx_branco = texture{ pigment{ color rgb < 1, 1, 1 > } }; #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 0.2*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.90, 0.90, 0.90 > 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 M = 5; //Num Quadros #declare valores = array[M] { (1-clock)*10 + clock*11, (1-clock)*8 + clock*11, (1-clock)*6 + clock*11, (1-clock)*4 + clock*11, (1-clock)*2 + clock*11, }; #declare valores2 = array[6] {1,3,5,7,9,11}; #declare roleta = seed(417); #declare haste_con = cone{ <0, 0, 0>, 0, <0, 0, 3>, 1 texture{ tx_branco } } #declare haste_esf = sphere{ < 0,0,0 >, 1 texture{ tx_branco } } #declare caixa= box{ <+3,+1.5,0>, <-3,-1.5,-1> texture { tx_branco } } #declare chao = box{ <50, 50, 0>, <-50, -50, 0.5> texture { tx_verde } } #declare haste_cil = cylinder { <0,0,0>, <0,0,1>, 1 } #macro bit(rot, defeito) #local textura = tx_branco; #if (defeito = 1) #local textura = tx_verde; #end union{ union{ object { haste_con texture { textura }} difference { object { haste_esf texture { textura }} object { caixa texture { textura }} translate <0,0,3> } translate<0,0,1> rotate -25*rot *y } object { caixa translate<0,0,0.5> texture { tx_plastico }} object { haste_esf scale<0.8,0.8,0.8> translate <0,0,0.8> texture { textura }} difference { object { haste_cil texture { tx_branco }} object { haste_cil scale<0.8,0.8,1.5> translate<0,0,0.2>} } } #end #macro move_bit(valor, defeito) bit(valor*2 -1, defeito) #end #macro fileira(n, valor, p) #local i=0; #local r = int(valor); #local f = valor - r; union{ #while (i < n) #if (rand(roleta) <= p) #local defeito = 1; #else #local defeito = 0; #end #local vv = mod(r,2); #if (vv = 0) object { move_bit(f, defeito) translate<0, i*-2.5, 0>} #local f = 0; #else object { move_bit(1-f, defeito) translate<0, i*-2.5, 0>} #end #local i = i+1; #local r = int(r/2); #end } #end #macro abaco(m,n,valor, prob) #local i=0; union{ #while (i < m) object { fileira(n, valor[i], prob) translate <6*i, 0, 0>} #local i = i+1; #end } #end #include "eixos.inc" union{ object{ abaco(M, 4, valores, 0) scale<0.2,0.2,0.2> rotate 90 *z} } #include "camlight.inc" #declare centro_cena = < 1, 2.5, 0.00 >; #declare raio_cena = 5; #declare dir_camera = < (1-clock)*(-3) + clock*3, clock*3, sin(pi*clock)*4.00 + 1 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)