// 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 < 0.85, 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_polvo = texture{ pigment{ color rgb < 0.50, 0.10, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare raio = 2.000; #declare bolinha = sphere{ < 0,0,0 >, 0.05 } #macro interpola(P0, P1, tt) ((1 - tt) * P0 + tt * P1) #end #macro interpola4(P0, P1, P2, P3, tt) #local P01 = interpola(P0, P1, tt); #local P12 = interpola(P1, P2, tt); #local P23 = interpola(P2, P3, tt); #local P012 = interpola(P01, P12, tt); #local P123 = interpola(P12, P23, tt); #local P0123 = interpola(P012, P123, tt); P0123 #end #macro curva(P0, P1, P2, P3) #local tt = 0.0; #while(tt <= 1.0) object{ bolinha translate interpola4(P0, P1, P2, P3, tt) texture{ tx_polvo } } #local tt = tt + 0.02; #end #end #macro curva_raios(P0, R0, P1, R1, P2, R2, P3, R3) union { #local tt = 0.0; #while(tt <= 1.0) #local centro = interpola4(P0, P1, P2, P3, tt); #local raio = interpola4(R0, R1, R2, R3, tt); #local bola = sphere{ <0,0,0>, interpola4(R0, R1, R2, R3, tt) } object{ bola translate interpola4(P0, P1, P2, P3, tt) texture{ tx_polvo }} #local tt = tt + 0.05; #end } #end #macro tentaculo(P0, P1, P2, Q1, Q2, Q3, R0, R1) union { #local ponto_medio = (P2 + Q1) / 2; #local ponto_medio_raio = (R0 + R1) / 2; curva_raios( P0, R0, P1, interpola(R0, ponto_medio_raio, 0.33), P2, interpola(R0, ponto_medio_raio, 0.66), ponto_medio, ponto_medio_raio ) curva_raios( ponto_medio, ponto_medio_raio, Q1, interpola(ponto_medio_raio, R1, 0.33), Q2, interpola(ponto_medio_raio, R1 0.66), Q3, R1 ) } #end #macro polvo() union { #local TT10 = <0, 0, 0>; #local TT11 = <2, 2 * sin(clock * 4 * pi), 2 * sin(clock * 4 *pi)>; #local TT12 = <4, 4, 0.5 * cos(clock * 4 * pi)>; #local TT13 = <6, 6 * sin(clock * pi), 1 * sin(clock * 4 * pi)>; #local TT14 = <8, 8, 0.5 * sin (clock*4*pi)>; #local TT15 = <10, 10, 0.2 * cos(clock * 4 * pi)>; #local TT20 = <0, 0, 0>; #local TT21 = <2, 2, 2 * sin(clock *2 * pi)>; #local TT22 = <4, 4 * sin(clock *2 * pi), 0.5>; #local TT23 = <6, 6, 1 * sin(clock * 2 *pi)>; #local TT24 = <8, 8 * sin(clock *2 * pi), 0.5 * sin(clock * 2 *pi)>; #local TT25 = <10, 10, 0.2 * sin(clock * 2 *pi)>; #local TT30 = <0, 0, 0>; #local TT31 = <2, 2 * cos(clock * 2*pi), 2 * cos(clock * 2*pi)>; #local TT32 = <4, 4, 0.5 * sin(clock * 2*pi)>; #local TT33 = <6, 6 * cos(clock * 2*pi), 1 * cos(clock * 2*pi)>; #local TT34 = <8, 8, 0.5 * cos(clock * 2*pi)>; #local TT35 = <10, 10, 0.2 * sin(clock * 2*pi)>; #local tent1 = tentaculo(TT10, TT11, TT12, TT13, TT14, TT15, 1, 0.1) #local tent2 = tentaculo(TT20, TT21, TT22, TT23, TT24, TT25, 0.8, 0.2) #local tent3 = tentaculo(TT30, TT31, TT32, TT33, TT34, TT35, 0.7, 0.1) object { tent3 } object { tent1 rotate <0, 0, 120> } object { tent2 rotate <0, 0, 240> } sphere { <0,0,2>, 1 texture{ tx_polvo }} } #end #declare P0 = <0, 0, 0>; #declare P1 = <1, 1, 2>; #declare P2 = <2, 2, 1>; #declare P3 = <3, 3, 3>; #declare Q0 = <5, 0, 1>; #declare Q1 = <6, 2, 1>; #declare Q2 = <7, 2, 1>; #declare Q3 = <8, 0, 1>; #declare R0 = Q3; #declare R1 = <6, -2, 0>; #declare R2 = <7, -2, 0>; #declare R3 = Q0; #declare W0 = <0, 0, 0>; #declare W1 = <0, 1, 1>; #declare W2 = <1, 2, 4>; #declare W3 = <2, 3, 2>; #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" union{ object{ chao translate < 0,0,-1 > texture{ tx_xadrez } } polvo() } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 12.0; #declare dir_camera = < 14.00, -3.00, 10.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)