// 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_preto = texture{ pigment{ color rgb < 0.50, 0.50, 0.50 > } 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 } #include "retalho.inc" #macro meio_sofa() union{ #local A = array[4][4]; #local A[0][0] = <2,0,0.5>; #local A[1][0] = <2,2,0.5>; #local A[2][0] = <2,2,-0.5>; #local A[3][0] = <2,0,-0.5>; #local A[0][1] = <1,0,0.7>; #local A[1][1] = <1,2,0.7>; #local A[2][1] = <1,2,-0.7>; #local A[3][1] = <1,0,-0.7>; #local A[0][2] = <-1,0,0.7>; #local A[1][2] = <-1,2,0.7>; #local A[2][2] = <-1,2,-0.7>; #local A[3][2] = <-1,0,-0.7>; #local A[0][3] = <-1,0,0.7>; #local A[1][3] = <-1,2,0.7>; #local A[2][3] = <-2,2,-0.7>; #local A[3][3] = <-2,0,-0.7>; 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],0.000001, tx_fosca, tx_plastico)} #local B = array[4][4]; #local B[0][0] = A[0][0]; #local B[1][0] = A[1][0]; #local B[2][0] = A[2][0]; #local B[3][0] = A[3][0]; #local B[0][1] = <2.1,0,0.45>; #local B[1][1] = <2.1,1.8,0.45>; #local B[2][1] = <2.1,1.8,-0.45>; #local B[3][1] = <2.1,0,-0.45>; #local B[0][2] = <2.1,0,0.4>; #local B[1][2] = <2.1,1.6,0.4>; #local B[2][2] = <2.1,1.6,-0.4>; #local B[3][2] = <2.1,0,-0.4>; #local B[0][3] = <2.2,0,0.38>; #local B[1][3] = <2.2,0,0.38>; #local B[2][3] = <2.2,0,-0.38>; #local B[3][3] = <2.2,0,-0.38>; 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],0.000001, tx_fosca, tx_plastico)} #local C = array[4][4]; #local C[0][0] = A[0][3]; #local C[1][0] = A[1][3]; #local C[2][0] = A[2][3]; #local C[3][0] = A[3][3]; #local C[0][1] = <-1.2,0,4.05>; #local C[1][1] = <-1.2,2,4.05>; #local C[2][1] = <-2.4,2,4.05>; #local C[3][1] = <-2.4,0,4.05>; #local C[0][2] = <-1.4,0,4.1>; #local C[1][2] = <-1.4,2,4.1>; #local C[2][2] = <-2.45,2,4.1>; #local C[3][2] = <-2.45,0,4.1>; #local C[0][3] = <-1.5,0,4.1>; #local C[1][3] = <-1.5,2,4.1>; #local C[2][3] = <-2.455,2,4.>; #local C[3][3] = <-2.455,0,4.1>; 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],0.000001, tx_fosca, tx_plastico)} #local D = array[4][4]; #local D[0][0] = C[0][3]; #local D[1][0] = C[1][3]; #local D[2][0] = C[2][3]; #local D[3][0] = C[3][3]; #local D[0][1] = <-1.2,0,4>; #local D[1][1] = <-1.2,1.8,4>; #local D[2][1] = <-2.4,1.8,4>; #local D[3][1] = <-2.4,0,4>; #local D[0][2] = <-1.4,0,4>; #local D[1][2] = <-1.4,1.6,4>; #local D[2][2] = <-2.45,1.6,4>; #local D[3][2] = <-2.45,0,4>; #local D[0][3] = <-1.5,0,4>; #local D[1][3] = <-1.5,0,4>; #local D[2][3] = <-2.455,0,3.8>; #local D[3][3] = <-2.455,0,3.8>; 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],D[2][2],D[2][3],D[3][0],D[3][1],D[3][2],D[3][3],0.000001, tx_fosca, tx_plastico)} torus{ 2, 0.1 translate<0,0,-3> texture{tx_preto}} } #end #include "eixos.inc" union{ object{ eixos(3.00) } object{ meio_sofa()} object{ meio_sofa() scale <-1,+1,+1> rotate<0,0,180>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 14.00, 80.00, 45.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)