// CORES E TEXTURAS 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 < 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 esfera1 = difference{ sphere{ < 0,0,0 >, 6.00 } cylinder{ < 0,12,0 >, < 0,-12,0 >, 3.5} } #declare corpoprincipal = difference{ cylinder{ < 0,12,0 >, < 0,-12,0 >, 3.5} sphere{ < 0,12,0>, 5.00 } } #declare cabeca = difference{ sphere{ < 0,0,0 >, 5.00 translate < 0, 12, 0> } cylinder{ < -15,12,0> <15,12,0>, 2.5} cylinder{ < -15,12,0> <15,12,0>, 2.5 rotate <0, 90, 0> } } #declare braco1 = cylinder{ < -15,12,0> <15,12,0>, 2.5} #declare braco2 = cylinder{ < -15,12,0> <15,12,0>, 2.5 rotate <0, 90, 0> } #declare toro1 = torus{4.5, 1.5 translate <0,6,0> } #declare toro2 = torus{4.5, 1.5 translate <0,-6,0> } #declare base = box{ <-6, -14, -4>, <6, -12, 4> } #declare dente = cone{ <0, -14, 0> , 3.5 <0, -20, 0> , 0 } union{ //object{ eixos(3.00) } object{ esfera1 texture{ tx_espelho } } object{ corpoprincipal texture{ tx_plastico } } object{ cabeca texture{ tx_xadrez } } object{ braco1 texture{ tx_fosca} } object{ braco2 texture{ tx_fosca} } object{ toro1 texture{ tx_fosca} } object{ toro2 texture{ tx_fosca} } object{ base texture{ tx_fosca} } object{ dente texture{ tx_fosca} } /* object{ troncobaixo texture{ tx_plastico } } object{ pescoco1 texture{ tx_fosca } } object{ pescoco2 texture{ tx_fosca } } object{ bracoesquerdo texture{ tx_xadrez } } object{ bracodireito texture{ tx_xadrez } } object{ maoesquerda texture{ tx_espelho } } object{ maodireita texture{ tx_espelho } } object{ pe texture{ tx_espelho } } */ } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 30.0; #declare dir_camera = < 10.00, 1.00, 8.00 >; #declare dist_camera = 60.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , y, intens_luz)