#include "colors.inc" camera { location <-15, 15, 10> sky <0,1,-1> look_at <0,0,0> } #declare espessura = 3; #declare amarelo = color rgb (1.0/espessura) * <0.5, 0.5, 0>; #declare rosa = color rgb (1.0/espessura) * <1, 0.5, 0.5>; #declare posicao = <20,10,0>; #declare alvo = <3,0,0>; #declare distancia = vlength(posicao-alvo); #declare abertura = degrees(3/distancia); 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 } light_source { <-30, 30, 30> White } #declare tinta_Branca = texture { pigment { color rgb < 1, 1, 1 > } normal { bumps 0.5 scale 0.3 } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Preta = texture { pigment { color rgb < 0, 0, 0 > } } #declare tinta_Amarela = texture { pigment { color rgb < 1, 1, 0 > } } #declare cabeca = sphere { <-1.5, 0, 0>, 1.5 } #declare asa1 = cone { <2, 0, -2>, 0.01 <7, 0, -2>, 1.3 open } #declare asa2 = cone { <2, 0, 2>, 0.01 <7, 0, 2>, 1.3 open } #declare corpo = cylinder { <0, 0, 0>, <10, 0, 0>, 2 texture { tinta_Branca } } #declare bico = cone { <-3,-1,0>, 1 <-6,-2,0>, 0.01 open texture {tinta_Branca} } #declare olho1 = sphere { <-2,0.5,1> 0.5 } #declare olho2 = sphere { <-2,0.5,-1> 0.5 } #declare crista = blob { threshold 0.13 sphere { <-2,2,0>, 0.6, 5 pigment {color rgb < 1, 0, 0 >} } sphere { <-1.5,2.5,0>, 0.6, 4 pigment {color rgb < 1, 0, 0 >} } sphere { <-1,2,0>, 0.3, 4 pigment {color rgb < 1, 0, 0 >} } finish { phong 1 } } object {cabeca texture {tinta_Branca} } object {asa1 hollow pigment{color rgbt<1,1,1,0.75>} interior{ media{scattering{1, color rosa}} } } object {asa2 hollow pigment{color rgbt<1,1,1,0.75>} interior{ media{scattering{1, color rosa}} } } object {bico texture {tinta_Amarela} } object {corpo hollow pigment { color rgbt <1,1,1,1> } interior { media {emission color amarelo} } } object {olho1 texture {tinta_Preta} } object {olho2 texture {tinta_Preta} } object {crista}