#include "colors.inc" #include "stones.inc" #include "glass.inc" #include "textures.inc" background{ color rgb < 1, 1, 1 > } camera { location <-7,-7,5> right <0,1,0> sky <0,0,1> look_at <0,0,3> } light_source { <-500,-500,100> White } #declare eixoX = cylinder { < 0.0, 0.0, 0.0 >, <10, 0.0, 0.0 >, 0.05 texture { pigment {color rgb<0,0,255>} } } #declare eixoY = cylinder { < 0.0, 0.0, 0.0 >, < 0.0, 10, 0.0 >, 0.05 texture { pigment {color rgb<255,0,0>} } } #declare eixoZ = cylinder { < 0.0, 0.0, 0.0 >, < 0.0, 0.0, 10 >, 0.05 texture { pigment {color rgb<0,255,0>} } } #declare i =1; #declare g = seed(pi); #declare andar = int (10*rand(g)) #declare fachada = int (10*rand(g)) #declare lateral = int (10*rand(g)) light_source { White } union{ difference{ box {<0,0,0> <2.4*fachada,2.4*lateral,2*andar+3>texture{pigment{granite}}} box {<0,0,0> <2.4*fachada-0.01,2.4*lateral-0.01,2*andar+3-0.2>texture{pigment{granite}}} #declare z1 =0; #while (z1<2.4*x1 +1,1,2*z1+3+1>} box {<2.4*x1,-1 +2.4*lateral,2*z1+3><2.4*x1 +1+2.4*lateral,1,2*z1+3+1>} #declare x1 = x1+1 #end #declare y1 =0; #while (y1<1,2.4*y1 +1,2*z1+3+1>} box {<-1+2.4*fachada,2.4*y1 ,2*z1+3><+1+2.4*fachada,2.4*y1+1,2*z1+3+1>} #declare y1 = y1+1 #end #declare z1 = z1+1 #end }//difference #declare z1 =0; #while (z1<2.4*x1 +1,0.1,2*z1+3+1> texture { T_Glass4 }} box {<2.4*x1,0 +2.4*lateral,2*z1+3><2.4*x1 ,0.1+2.4*lateral,2*z1+3+1> texture { T_Glass4 }} #declare x1 = x1+1 #end #declare y1 =0; #while (y1<0.1,2.4*y1 +1,2*z1+3+1> texture { T_Glass4 }} box {<2.4*fachada,2.4*y1 ,2*z1+3><0.1+2.4*fachada,2.4*y1+1,2*z1+3+1> texture { T_Glass4 }} #declare y1 = y1+1 #end #declare z1 = z1+1 #end box{texture { DMFLightOak }} } object { eixoX } object { eixoY } object { eixoZ }