// Last edited on 2003-12-06 20:05:48 by stolfi #include "colors.inc" #include "sunpos.inc" #include "woods.inc" // T_Wood1 - T_Wood35 #include "metals.inc" #include "skies.inc" #include "glass.inc" #include "rand.inc" #declare fonte=seed(314159); global_settings { assumed_gamma 1.3 max_trace_level 5 } sky_sphere { S_Cloud1 } light_source { 0 color rgb 2 area_light <4, 0, 0> <0, 0, 4> 4, 4 adaptive 0 jitter translate <-100, 1000, -100> } #declare finish_metal = finish { ambient .1 diffuse .1 specular 1 roughness .001 metallic reflection { .3 metallic } } #declare prata = material { texture { pigment { rgb 0.8 } finish { finish_metal } } } #declare preto_metal = material { texture { pigment { Black } finish { finish_metal } } } #declare azul_metal = material { texture { pigment { Blue } finish { finish_metal } } } #declare vermelho_metal = material { texture { pigment { Red } finish { finish_metal } } } #declare amarelo_metal = material { texture { pigment { Yellow } finish { finish_metal } } } #declare marrom_metal = material { texture { pigment { Brown } finish { finish_metal } } } #declare verde_metal = material { texture { pigment { Green } finish { finish_metal } } } #declare void = material { texture { pigment { rgbt 0 } finish { ambient .1 diffuse .1 specular 1 roughness .001 metallic reflection { .9 metallic } } } } #declare ouro = material { texture { pigment { BrightGold } finish { ambient .1 diffuse .1 specular 1 roughness .001 metallic reflection { .9 metallic } } } } #declare vidroDSG = material { texture { pigment {rgbt 1} finish { ambient 0.0 diffuse 0.05 specular 0.6 roughness 0.005 reflection { 0.1, 1.0 fresnel on } conserve_energy } } interior { ior 1.5 fade_power 1001 fade_distance 0.9 fade_color DarkSlateGrey } } //base /*box { <-10, 0, -1>, <10, 1, 1> material { vidroDSG } } text { ttf "cour.ttf" "XY" 0.6, 0 material { vermelho_metal } } box { <-1.6, 0, 0>, <-1, 0.6, 1> material { azul_metal } translate 0.6*x } */ plane { y, 0 texture { T_Wood1 } } #include "dados.inc" #declare ctr = ; #declare camDir = <-8, 5, -17>; camera { location ctr + tambase/14*camDir right 1.00*x up 0.75*y sky y look_at ctr }