#include "colors.inc" #include "textures.inc" camera { angle 15 location <-2,-2,-10> look_at <0,0,0> } #declare posicao = <10, 20,-10>; #declare alvo = <0,0,0>; #declare distancia = vlength(posicao-alvo); #declare raio = 10; #declare abertura = degrees(raio/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 } #declare corpo = blob { threshold .65 sphere { <.15,0,0>, .4, 1 } sphere { <-.5,0,0>,.8, 1} rotate z*90 } #declare perna_A = cylinder { <-1.8, 0, 0>, // Center of one end <-1.3,0, 0>, // Center of other end 0.15 // Radius open // Remove end caps pigment {color rgb <1, 0, 0> } rotate z*270 } #declare perna_B = cylinder { <-1.3, 0.5, 0>, // Center of one end <-1.8, 0.5, 0>, // Center of other end 0.25 // Radius open // Remove end caps pigment {color rgb <1, 0, 0> } scale <-1, 1, 1> } #declare bico = cone { <0.15, 0.4, 0>, 0.10 // Center and radius of one end <0.15, 0.7, 0>, 0.05 // Center and radius of other end texture { pigment {color rgb <1, 0, 0>} } rotate x*90 } #declare galinha = union { object{ corpo } object{ bico } } #declare espessura = 2.00; #declare amarelado = color rgb (2.0/espessura)*<1,1,0>; object {galinha hollow pigment { color rgbt < 1,1,1,1 > } interior{ media{scattering{ 1, color amarelado} } } }