#include "colors.inc" #include "stones.inc" #include "golds.inc" #include "textures.inc" #include "skies.inc" camera{ location <0,5,-30> //right <-1.6, 0.00, 0.00> //up <0.00,0.00,1.2> sky <0.00,1.00,0.00> look_at <0,2,0> } light_source { 1* < 0.0, 15.0, 0.0 > // Posição da lâmpada. color rgb 15.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. /*photons{ refraction on reflection on }*/ } light_source { 1* < 0.0, 0.0, -30.0 > // Posição da lâmpada. color rgb 3.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } light_source { 1* < 20.0, +30.0, -10.0 > // Posição da lâmpada. color rgb 1.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } #declare cor_espelho= color rgb <0.5,0.5,0.5>; #declare espelho= texture{ pigment {rgb cor_espelho} finish{ ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.50 roughness 0.001 } } #declare tinta_D = texture { pigment { color rgb < 1.0, 0.0, 0.00 > } } #declare cor_metal= color rgb <0.6,0.2,0.2>; #declare metal= texture{ pigment {rgb cor_metal} finish{ ambient 0.05 diffuse 0.05 reflection cor_metal specular 0.50 roughness 0.001 } } #declare carro= box{ <-3,0,-2>, <3,2,2> texture{metal} interior{ior 1.1} } #declare carro1= object{carro translate<15,0,0> } #declare carro2= object{carro translate<-15,0,0> } #if (clock<0.3) #declare temp = clock/0.3; #declare trans = 12*temp; #declare rot=0; #declare batx=0; #declare batz=0; #declare baty=0; #else #declare temp = (clock-0.3)/(1.0-0.30); #declare rot=83*temp; #declare trans=15; #declare batx=-3; #declare batz=2*temp; #declare baty=4*clock; #end #declare carromov1= object {carro1 translate<-1*trans,0,0> rotate<0,0,rot> translate<-1*batx,baty,-1*batz> } #declare carromov2= object {carro2 translate rotate<0,0,-rot> translate } #declare logotipo1 = text{ ttf "arial.ttf" "Formula Zero," 0.15,0 texture{tinta_D} translate<-3,7,-20*clock> } #declare logotipo2 = text{ ttf "arial.ttf" "sem acidentes, sem fome" 0.15,0 texture{tinta_D} translate<-6,6,-20*clock> } sky_sphere{S_Cloud5/*pigment{ color rgb <0.75,0.76,0.82>}*/} plane{y,0 texture{Dark_Wood //pigment{ checker color White, color Black scale 2 rotate y*30 //} } } object{carromov1} object{carromov2} object{logotipo1} object{logotipo2}