#include "colors.inc" #include "shapes.inc" #include "glass.inc" #include "textures.inc" background { Black } camera { location <17,16,30> look_at <12,6,0> } light_source { <30, 40,-50> White} plane {y,-1.5 pigment {checker Red, White} } #declare espessura = 2; #declare amarelado = color rgb (1.0/espessura)*<1,1,0>; #declare avermelhado = color rgb (1.0/espessura)*<1,0,0>; #declare brancoazulado = color rgb (1.5/espessura)*<0.2,1,1>; merge{ //olho direito object { sphere {<5,14,2.5>,1} hollow pigment { color rgbt <1,0,0,0.3> } interior{ media{ emission color avermelhado} } } //olho esquerdo object { sphere {<5,14,2.5>,1} hollow pigment { color rgbt <1,0,0,0.3> } scale<1,1,-1> interior{ media{ emission color avermelhado} } } //cabeca object { sphere {<6,13,0>,3 hollow pigment { color rgbt <1,1,1,0.3> } interior{ media{ emission color amarelado } } } } //bico object { cone{<0,13,0>,0 <4,13,0>,2 hollow pigment { color rgbt <1,0,0,1> } interior { media {emission color avermelhado} // media { scattering{1,color amarelado}} } } } //pescoco object { cylinder{<8,13,0>, <14,9,0>,1 hollow pigment { color rgbt <1,1,1,0.7>} interior { media {emission color amarelado} } } } //object { //sphere{<0,0,0>,30 // hollow // pigment { color rgbt <1,1,0,1>} // interior { // media { scattering{1,color rgb<1,1,1> }} // } // } // } //tronco object { sphere {<16.8,7,0>,6 hollow pigment { color rgbt <1,1,1,0.3>} interior{ media{ emission color amarelado } } scale <1.2,1,1> } } } //#declare posicao = <-5,-5,-5>; //#declare alvo = <30,30,30>; //#declare distancia = vlength(posicao - alvo); //#declare abertura = degrees(3/distancia); //light_source{ // posicao // color rgb <0.8,1.0,0.8> // spotlight // point_at alvo // radius 0.8*abertura falloff 1.2*abertura // fade_distance distancia // fade_power 2 //}