// Last edited on DATE TIME by stolfi #include "colors.inc" #include "stones.inc" #include "golds.inc" #include "textures.inc" #include "skies.inc" #include "dados.inc" #declare cor_metal_fosco= color rgb <1,1,1>; #declare metal_fosco= texture{ pigment {rgb cor_metal_fosco} finish{ ambient 0.001 diffuse 0.5 reflection cor_metal_fosco specular 0.050 roughness 0.1 } } #declare tinta_D = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.1 ambient 0.1 } } /*camera{ location <3,29.5,0> //right <-1.6, 0.00, 0.00> //up <0.00,0.00,1.2> sky <0.00,1.00,0.00> look_at <-5,30,0> } */ #declare ctr = <15,12,0>; #declare camDir = (<-9,7,-28>) - (<15,12,0>); camera { location ctr + 1.00*camDir right -1.00*x up 0.75*y sky y look_at ctr } light_source { 1* < 0.0, 65.0, -30 > // Posição da lâmpada. color rgb 1.2 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. /*photons{ refraction on reflection on }*/ } light_source { 1* < 20.0, 20.0, 10 > // Posição da lâmpada. color rgb 0.8 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. /*photons{ refraction on reflection on }*/ } #declare pilar= lathe{ quadratic_spline 6, <0,0>, <0.2,0>, <0.3,0.1>, <0.4,0.5>, <0.5,1>, <1,2> texture {metal_fosco} interior{ ior 1.2 } } #declare fonte1=seed(566731); gera_barras(pilar,fonte1) object{barras} sky_sphere{S_Cloud1/*pigment{ color rgb <0.75,0.76,0.82>}*/} plane{y,0 texture{T_Stone1 //pigment{ /*color rgb<0,1,0>*/checker color White, color Black scale 2 rotate y*30 // } } }