// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.20, 0.40, 0.60 > } #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_alt = texture{ pigment{ color rgb < 0.10, 0.40, 0.20 > transmit 0.91 } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_alt2 = texture{ pigment{ color rgb < 0.70, 0.40, 0.50 > transmit 0.81 } 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_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 < 0.50, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 3.0 } #declare raio = 1.500; #declare N = 180; #declare p = 20; #declare centroh = array[p]; #declare centrov = array[p]; #declare m = 0; #declare bolas = union { #declare i = 0; #while (i < p) #declare centroh[i] = <0, i, 3>; #declare i = i +1; #end #declare i = 0; #while (i < p) sphere { centroh[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end #declare i = 0; #while (i < p) #declare centrov[i] = <2, 2+18, 4+i>; #declare i = i +1; #end #declare i = 0; #while (i < p/2) sphere { centrov[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end #declare i = 0; #while (i < p/2) #declare centroh[i] = <0, i, 3+18>; #declare i = i +1; #end #declare i = 0; #while (i < p) sphere { centroh[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end #declare i = p/2; #while (i < p) #declare centroh[i] = <0, i, 3+9>; #declare i = i +1; #end #declare i = 0; #while (i < p) sphere { centroh[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end #declare i = 0; #while (i < p) #declare centrov[i] = <2, 2, 4+i>; #declare i = i +1; #end #declare i = 0; #while (i < p) sphere { centrov[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end #declare i = 0; #while (i < p) #declare centrov[i] = <2, 2+9, 4+i>; #declare i = i +1; #end #declare i = p/2; #while (i < p) sphere { centrov[i], raio*1.0 texture {tx_alt2} } #declare i = i +1; #end } #macro interpolar (t0,u0,t1,u1,tt) #local r = (tt-t0)/(t1-t0); #local s = 1-r; #local uu = s*u0 +r*u1 uu #end #macro arcobezier(t0,t1,A,B,C,D,tt) #local AB = interpolar (t0,A,t1,B,t0); #local BC = interpolar (t0,B,t1,C,tt); #local CD = interpolar (t0,C,t1,D,tt); #local ABC = interpolar (t0,AB,t1,BC,tt); #local BCD = interpolar (t0,BC,t1,CD,tt); #local ABCD = interpolar (t0,ABC,t1,BCD,tt); ABCD #end #declare chao = box{ <-9,-10,-1>, <+9.0,+5,0> } #include "eixos.inc" union{ object { eixos(1.00) } object {chao texture {tx_xadrez}} object {bolas } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 56.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 8*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)