// Last edited on 2009-11-23 17:23:44 by stolfilocal // Processed by remove-cam-lights #macro eixo(ponta,cor,nome) union{ sphere{ <0,0,0>, 0.02 } cylinder{ <0,0,0>, 0.91*ponta, 0.02 } cone{ 0.90*ponta, 0.06, ponta, 0.00 } texture{ pigment{ color rgb cor } finish{ ambient 0.5 diffuse 0.5 } } } #end #macro eixos(tamanho) union{ object{ eixo( , <1.0,0.2,0.2>, "X") } object{ eixo( <0,tamanho,0>, <0.0,0.8,0.0>, "Y") } object{ eixo( <0,0,tamanho>, <0.3,0.3,1.0>, "Z") } } #end 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_fosca_preta = texture{ pigment{ color rgb < 0.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca_branca = texture{ pigment{ color rgb < 1.00, 1.00, 1.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca_vermelha = texture{ pigment{ color rgb < 1.00, 0.30, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca_azul = texture{ pigment{ color rgb < 0.40, 0.60, 1.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca2 = texture{ pigment{ color rgb < 1.00, 0.10, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.90, 0.70 > } finish{ diffuse 0.1 reflection 0.8*< 1.00, 0.90, 0.70 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.97, 0.98, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #macro coluna_lathe() #local p1 = <1,0>; #local p2 = <2,2>; #local p3 = <2,4>; #local p6 = <1,8>; #local p4 = (p3 + p6)/2; #local p5 = p4; #local p7 = <1,10>; #local p10 = <2,14>; #local p8 = (p7 + p10)/2; #local p9 = p8; #local p11 = <2,16>; #local p12 = <1,18>; lathe { bezier_spline 12 p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12 texture{ tx_fosca } } #end #macro coluna_prism_linear() #local p1 = <2,0>; #local p2 = <3,2>; #local p3 = <1,3>; #local p6 = <-1,3>; #local p4 = (p3 + p6)/2; #local p5 = p4; #local p7 = <-2, 0>; #local p10 = <0,-2>; #local p8 = (p7 + p10)/2; #local p9 = p8; #local p11 = <-1,3>; #local p12 = <2,0>; prism { linear_sweep bezier_spline 0, 18, 12 p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12 texture{ tx_fosca } } #end #macro coluna_prism_conic() #local p1 = <2,0>; #local p2 = <3,2>; #local p3 = <1,3>; #local p6 = <-1,3>; #local p4 = (p3 + p6)/2; #local p5 = p4; #local p7 = <-2, 0>; #local p10 = <0,-2>; #local p8 = (p7 + p10)/2; #local p9 = p8; #local p11 = <-1,3>; #local p12 = <2,0>; #local p1 = <0.2,0>; #local p2 = <0.3,0.2>; #local p3 = <0.1,0.3>; #local p6 = <-0.1,0.3>; #local p4 = (p3 + p6)/2; #local p5 = p4; #local p7 = <-0.2, 0>; #local p10 = <0,-0.2>; #local p8 = (p7 + p10)/2; #local p9 = p8; #local p11 = <-0.1,0.3>; #local p12 = <0.2,0>; prism { conic_sweep bezier_spline 1, 4.6, 12 p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12 texture{ tx_fosca } } #end union { box { <0.0, 0.0, 0.0> <10, 10, -0.1> texture{ tx_fosca_azul } } box { <0.0, 0.0, -0.1> <11, 10, -0.2> texture{ tx_fosca_azul } } box { <0.0, 0.0, -0.2> <12, 10, -0.3> texture{ tx_fosca_azul } } prism { linear_sweep 0, 10 4 <0,0>, <10,0>, <5,2>, <0,0> texture{ tx_fosca_vermelha } rotate z*90 translate <10,0,3.6> } object{ coluna_lathe() scale 0.2 rotate 90*x translate <8, 2, 0>} object{ coluna_lathe() scale 0.2 rotate 90*x translate <8, 8, 0>} object { coluna_prism_linear() scale 0.2 rotate 90*x translate <2,5,0> rotate -45*z } object { coluna_prism_conic() translate z-1 rotate 90*x translate <5, 9, 0> } } // object{ eixos(20) } // Original camera parameters: // #local cam_ctr = <0.00,2.00,0.00> // #local cam_loc = <35.0,15.00,5.0> // #local cam_vec = (<35.0,15.00,5.0>-<0.00,2.00,0.00>) // #local cam_sky = z #include "camlight.inc" camlight(<5.00,4.00,2.00>,9.5,<10,6,2>,60.0,z,1.2)