// 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 < 0.90, 0.90, 0.90 > } finish{ diffuse 0.8 ambient 0.4 specular 0.5 roughness 0.005 } } #declare tx_casca = texture{ pigment{ color rgb < 0, 0.7, 0.00 > } finish{ diffuse 0.5 ambient 0.3 specular 0.1 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_fosca_prata = texture{ pigment{ color rgb < 0.80, 0.80, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 1.0, 1.0 > } finish{ diffuse 0.5 reflection 0.7*< 1.0, 1.0, 1.0 > ambient 0.7 } } #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 chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #macro interpola2(p0, p1, tt) ((1-tt)*p0+tt*p1) #end #macro interpola4(p0, p1, p2, p3, tt) #local p01 = interpola2(p0, p1, tt); #local p12 = interpola2(p1, p2, tt); #local p23 = interpola2(p2, p3, tt); #local p012 = interpola2(p01, p12, tt); #local p123 = interpola2(p12, p23, tt); #local p0123 = interpola2(p012, p123, tt); p0123 #end #macro bezier(P, R, N) union { #local T = 0.0; #while (T <= 1.0) sphere { interpola4(P[0], P[1], P[2], P[3], T), interpola2(R[0], R[1], T)} #local T = T + 1.0/N; #end } #end #macro tentaculo(P) union { #local P1 = array[4] { P[0], P[1], P[2], (P[2]+P[3])/2 } #local P2 = array[4] { (P[2]+P[3])/2, P[3], P[4], P[5] } bezier(P1, array[2]{ 0.16, 0.13 }, 1000) bezier(P2, array[2]{ 0.13, 0.0 }, 1000) } #end union{ object{ chao translate < 0,0,0 > texture{ tx_xadrez } } #local P = array[6] {<+0.0, +0.0, +0.5>, <+0.0, +1.0, +0.0>, <+0.0, +1.0, +1.5>, <+0.0, +2.5, +1.5>, <+0.0, +2.5, +0.0>, <+0.0, +3.5, +1.0> } union { sphere { <0, 0, 0.75>, 0.5 scale <1.0, 1.0, 1.5> } #local i = 0; #while (i<360) object { tentaculo(P) rotate <0, 0, i> translate <0, 0, 0> } #local i = i+360/8; #end texture { tx_fosca } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 5.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 24.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)