// 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_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 raio = 1.0; #declare cubis = box { <-10, -10, -10>, <10, 10, 10> texture{ tx_fosca } } #declare porta = box { <-5, -10, -10>, <5, 0, 0> } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare c1 = sphere{ < 3, 1, 1>, raio texture{ tx_plastico } } #declare tentaculo1 = cylinder { <4,1,1>, <8,1,1>, raio texture{ tx_plastico } } #declare tentaculo2 = cylinder { <1,1,4>, <1,1,8>, raio texture{ tx_plastico } } #declare c2 = sphere{ < 1, 1, 2 + raio>, raio texture{ tx_plastico } } #declare ventosa1 = sphere{ < 9, 1, 1>, raio texture{ tx_plastico } } #declare ventosa2 = sphere{ < 1, 1, 9>, raio texture{ tx_plastico } } #declare pernas = cone{ <1,1,0>,0,<1,1,-3>,3 texture{ tx_plastico } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare tronco = box{ <0,0, 0>, <2,2,2>} #include "eixos.inc" union{ object{ eixos(3.00) } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 60; #declare dir_camera = < -3, 3, 3>; #declare dist_camera = 200; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz) #declare roleta = seed(666); #macro castelo(xCentro, yCentro, zCentro,lado) #if ( lado > 0.25) #local p1 = rand(roleta); union{ difference{ object{ box { , texture{ tx_fosca } } } } castelo(xCentro + lado/4,yCentro + lado/4 , zCentro + lado,lado/4) castelo(xCentro + lado/4 + lado/2,yCentro + lado/4 , zCentro + lado,lado/4) } #else #end #end castelo(-10,-10,-10,30)