#include "colors.inc" #include "textures.inc" camera { location < -2, 1, -50 > look_at 0 angle 15 } background { color SkyBlue } #declare posicao = < 0.00 , 50.00 , -50.00>; #declare alvo = < 0.00, 0.00, 0.00 >; #declare distancia = vlength(posicao - alvo); #declare raio = 3.50; #declare abertura = degrees(raio/distancia); #declare espessura = 6 ; #declare amarelado = color rgb (1.0/espessura)*<1,1,0>; light_source { posicao color rgb <1,1,1> spotlight point_at alvo radius 0.8*abertura falloff 1.2*abertura fade_distance distancia fade_power 2 } #declare chao = plane {y,-5 texture { pigment { color < 1.00, 0.50, 0.00> } finish { ambient .25 diffuse .6 crand .5 } normal { ripples .35 turbulence .25 frequency 5 } scale 10 translate 50*x } } #declare corpo = sphere { < 0.00, 0.00, 0.00 > 2 hollow pigment { color rgbt < 1, 1, 1, 1 > } interior { media { scattering { 1, color amarelado } } } } #declare olho = sphere { < 0.00, 0.00, 0.00 > 0.10 pigment { Yellow } } #declare pescoco = cylinder { < 0.00, 0.00, 0.00 > < 0.00, 1.50, 0.00 > 0.25 hollow pigment { color rgbt < 1, 1, 1, 1 > } interior { media { scattering { 1, color amarelado } } } } #declare bico = cone { < 0.00, 0.00, 0.00 > 0.30 < -0.80, 0.00, 0.00 > 0.00 hollow texture { Orange_Glass } } #declare perna = cylinder { < 0.00, 0.00, 0.00 > < 0.00, 2.00, 0.00 > 0.175 hollow texture { Orange_Glass } } #declare brinco = torus { .3, .04 hollow pigment { Blue } } merge { object { corpo scale < 1.00, 0.75, 0.75 > } object { pescoco translate < -1.00, 1.00, 0.00 > rotate < 0.00, 0.00, 30.00 > } object { corpo scale < 0.40, 0.30, 0.30 > translate < -2.50, 1.50, 0.00 > } object { bico translate < -3.00, 1.50, 0.00 > } object { perna translate < 0.00, -3.00, -0.80 > rotate < 20.00, 0.00, -20.00 > } object { perna translate < 0.00, -3.00, 0.80 > rotate < -20.00, 0.00, 20.00 > } object { brinco rotate < -90.00, 50.00, 0.00 > translate < -3.40, 1.18, -0.09 > } } object { chao } fog { distance 70 color rgb <0.4, 0.4, 0.4> fog_type 2 fog_offset 25 fog_alt 1 turbulence 0.1 turb_depth 0.2 }