// 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 0.2 } } #declare tx_plastico_vermelho = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.2 } } #declare tx_plastico_verde = texture{ pigment{ color rgb < 0, 1, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.2 } } #declare tx_plastico_cinza = texture{ pigment{ color rgb < 0.80, 0.80, 0.80 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.2 } } #declare tx_plastico_escuro = texture{ pigment{ color rgb < 0.02, 0.02, 0.02 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.2 } } #declare tx_coco = texture{ pigment{ color rgb < 0, 0, 1.0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.2 roughness 0.2 } } #declare tx_canudo = texture{ pigment{ color rgb < 1, 1.0, 1.0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.2 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca_vermelho = texture{ pigment{ color rgb < 1.00, 0.0, 0.0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 100, > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 1.00, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #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 raio = 2.000; #declare chao = box{ <-20,-20,-1>, <+20,+20,0> texture {tx_plastico} } #macro nivel_castelo(posicao, tamanho) #declare nivel = union{ box{<0, 0, 0>, <0-tamanho/2, 0 + tamanho/2, 0 - tamanho> texture{tx_plastico_vermelho}} cone{<-tamanho/4, tamanho/4, 0>, tamanho/2, <(-tamanho/4), tamanho/4, tamanho/2>, 0.1 texture {tx_vidro}} box{<0, 0 + tamanho/2, 0 - tamanho/3>, <0-tamanho/2, 0 + tamanho/2 + 5 *tamanho, 0 - tamanho> texture {tx_plastico_escuro}} box{<0, 0 + 5*tamanho, 0>, <0-tamanho/2, 0 + tamanho/2 + 5*tamanho, 0 - tamanho> texture{tx_plastico_vermelho}} cone{<-tamanho/4, tamanho/4 + 5*tamanho, 0>, tamanho/2, <-tamanho/4, tamanho/4 + 5*tamanho, tamanho/2>, 0.1 texture {tx_vidro}} } object{nivel} #end #macro castelo(n, p0, t0) #if (n >= 0) union{ object {nivel_castelo(p0,t0) translate(<0.2*n,0,0>)} castelo(n-1, p0, t0/2) castelo(n-1, p0 + t0, t0/2) } #end #end #include "eixos.inc" union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{castelo(5,0,1) translate(<0,-3,0>)} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 14.00, 7.0, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)