// 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} } #include "retalho.inc" #macro meio_sofa() union{ #local A = array[4][4] #local A[0][0] = <1,1,1>; #local A[0][1] = <1,1.2,0.75>; #local A[0][2] = <1,1,0.5>; #local A[0][3] = <1,0.9,0.25>; #local A[1][0] = <1.25,1,1>; #local A[1][1] = <1.25,1.2,0.75>; #local A[1][2] = <1.25,1,0.5>; #local A[1][3] = <1.25,0.9,0.25>; #local A[2][0] = <1.5,1,1>; #local A[2][1] = <1.5,1.2,0.75>; #local A[2][2] = <1.5,1,0.5>; #local A[2][3] = <1.5,0.9,0.25>; #local A[3][0] = <1.75,1,1>; #local A[3][1] = <1.75,1.2,0.75>; #local A[3][2] = <1.75,1,0.5>; #local A[3][3] = <1.75,0.9,0.25>; object{retalho(A[0][0], A[0][1],A[0][2],A[0][3],A[1][0], A[1][1],A[1][2],A[1][3],A[2][0], A[2][1],A[2][2],A[2][3],A[3][0], A[3][1],A[3][2],A[3][3], 0.01, tx_plastico, tx_plastico) translate<0,-0.3,0>} #local B = array[4][4] #local B[0][0] = A[0][0]; #local B[0][1] = <1,0.5,0.75>; #local B[0][2] = <1,0.5,0.5>; #local B[0][3] = <1,0.5,0.25>; #local B[1][0] = A[1][0]; #local B[1][1] = <1.25,0.5,0.75>; #local B[1][2] = <1.25,0.5,0.5>; #local B[1][3] = <1.25,0.5,0.25>; #local B[2][0] = A[2][0]; #local B[2][1] = <1.5,0.5,0.75>; #local B[2][2] = <1.5,0.5,0.5>; #local B[2][3] = <1.5,0.5,0.25>; #local B[3][0] = A[3][0]; #local B[3][1] = <1.75,0.5,0.75>; #local B[3][2] = <1.75,0.5,0.5>; #local B[3][3] = <1.75,0.5,0.25>; object{retalho(B[0][0], B[0][1],B[0][2],B[0][3],B[1][0], B[1][1],B[1][2],B[1][3],B[2][0], B[2][1],B[2][2],B[2][3],B[3][0], B[3][1],B[3][2],B[3][3], 0.01, tx_plastico, tx_plastico)translate<0,-0.3,0>} #local C = array[4][4] #local C[0][0] = <0,0+0.3,1.5>; #local C[0][1] = <-0.9,0+0.3, 1.0>; #local C[0][2] = <0,0+0.3,0.5>; #local C[0][3] = <0,0+0.3,0>; #local C[1][0] = <0,0.5+0.3,1.5>; #local C[1][1] = <-0.9,0.5+0.3,1.0>; #local C[1][2] = <0,0.5+0.3,0.5>; #local C[1][3] = <0,0.5+0.3,0>; #local C[2][0] = <0,1+0.3,1.5>; #local C[2][1] = <-0.9,1+0.3, 1.0>; #local C[2][2] = <0,1.0+0.3,0.5>; #local C[2][3] = <0,1.0+0.3,0>; #local C[3][0] = <0,1.5+0.3,1.5>; #local C[3][1] = <0, 1.5+0.3,1.0>; #local C[3][2] = <0,1.5+0.3,0.5>; #local C[3][3] = <0,1.5+0.3,0>; object{retalho(C[0][0], C[0][1],C[0][2],C[0][3],C[1][0], C[1][1],C[1][2],C[1][3],C[2][0], C[2][1],C[2][2],C[2][3],C[3][0], C[3][1],C[3][2],C[3][3], 0.01, tx_plastico, tx_plastico)} #local D = array[4][4] #local D[0][0] = C[0][0]; #local D[0][1] = <1.1,0+0.3, 1.0>; #local D[0][2] = <0.8,0+0.3,0.5>; #local D[0][3] = C[0][3]; #local D[1][0] = C[1][0]; #local D[1][1] = <1.1,0.5+0.3,1.0>; #local D[1][2] = <0.8,0.5+0.3,0.5>; #local D[1][3] = C[1][3]; #local D[2][0] = C[2][0]; #local D[2][1] = <1.1,1+0.3, 1.0>; #local D[2][2] = <0.8,1.0+0.3,0.5>; #local D[2][3] = C[2][3]; #local D[3][0] = C[3][0]; #local D[3][1] = <1.1, 1.5+0.3,1.0>; #local D[3][2] = <0.8,1.5+0.3,0.5>; #local D[3][3] = C[3][3]; object{retalho(D[0][0], D[0][1],D[0][2],D[0][3],D[1][0], D[1][1],D[1][2],D[1][3],D[2][0], D[2][1],C[2][2],D[2][3],D[3][0], D[3][1],D[3][2],D[3][3], 0.01, tx_plastico, tx_plastico)} #local E = array[4][4] #local E[0][0] = D[0][3]; #local E[0][1] = <0,0+0.3, -0.75>; #local E[0][2] = <0.8,0+0.3,0.5>; #local E[0][3] = <0.8,0+0.3,-1>; #local E[1][0] = D[1][3]; #local E[1][1] = <1.1,0.5+0.3,-0.5>; #local E[1][2] = <0.8,0.5+0.3,-0.75>; #local E[1][3] = <0.8,0.25+0.3,-1>; #local E[2][0] = D[2][3]; #local E[2][1] = <1.1,1+0.3, -0.5>; #local E[2][2] = <0.8,1.0+0.3,-0.75>; #local E[2][3] = <0.8,0.5+0.3,-1>; #local E[3][0] = D[3][3]; #local E[3][1] = <1.1, 1.5+0.3,0.5>; #local E[3][2] = <0.8,1.5+0.3,-0.75>; #local E[3][3] = <0.8,1.0+0.3,-1>; object{retalho(E[0][0], E[0][1],E[0][2],E[0][3],E[1][0], E[1][1],E[1][2],E[1][3],E[2][0], E[2][1],E[2][2],E[2][3],E[3][0], E[3][1],E[3][2],E[3][3], 0.01, tx_plastico, tx_plastico)} object{retalho(A[0][0], A[0][1],A[0][2],A[0][3],A[1][0], A[1][1],A[1][2],A[1][3],A[2][0], A[2][1],A[2][2],A[2][3],A[3][0], A[3][1],A[3][2],A[3][3], 0.01, tx_plastico, tx_plastico) translate<0,1.3,0>} object{retalho(B[0][0], B[0][1],B[0][2],B[0][3],B[1][0], B[1][1],B[1][2],B[1][3],B[2][0], B[2][1],B[2][2],B[2][3],B[3][0], B[3][1],B[3][2],B[3][3], 0.01, tx_plastico, tx_plastico) translate<0,1.3,0>} } #end #include "eixos.inc" union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{meio_sofa()} } #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)