// Textures background{ color rgb < 0.85, 0.90, 0.95 > } #declare tx_templo = texture{ pigment{ color rgb < 0.6, 0.6, 0.6 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_painel = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0 ambient 1 } } #include "eixos.inc" #include "direcao_do_sol.inc" #include "parametros.inc" #declare painel = prism { linear_sweep linear_spline 0.8, 1, 5, // Height 1, Height 2, Number of Points <2,1.5>, <-2,1.5>, <-3,-0.5>, <3, -0.5>, <2, 1.5> texture { tx_painel } } // Cena #declare piramede = prism { conic_sweep linear_spline 0.6, 1, 5, <4, 4>, <-4, 4>, <-4, -4>, <4, -4>, <4, 4> rotate <180, 0, 0> translate <0, 1, 0> scale <1, 5, 1> // } #declare piramede_top = prism { conic_sweep linear_spline 0, 1, 5, <2, 2>, <-2, 2>, <-2, -2>, <2, -2>, <2, 2> rotate <180, 0, 0> translate <0, 2, 0> scale <1, 2, 1> // } union{ object { piramede texture {tx_templo} rotate <90, 0, 0> } object { piramede_top texture {tx_templo} rotate <90, 0, 0> } object { painel rotate < 45, 0, 90 > translate<-3, 0, 0> } object { painel rotate < -45, 0, 90 > translate<4, 0, 1.5> } object { painel rotate < 45, 0, 0 > translate<0, 3, 0> } object { painel rotate < -45, 0, 0 > translate<0, -4, 1.5> } } #declare dir_sol = direcao_do_sol(lat, lon, mes, hora); #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = dir_sol; #declare dist_camera = 200*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)