#declare bz_name = "Asa da Amanda" #include "colors.inc" #include "textures.inc" #include "stones.inc" #include "finish.inc" #declare bz_scale = 0.33; #include "bz-things.inc" //partes 1 e 2 #declare B11=<0.0,-0.1,2.5>; #declare B12=<1,-0.1,2.5>; // #declare B13=<2,-0.1,2.5>; #declare B14=<3,-0.1,2.5>; // row 1 #declare B21=<0,0.5,2>; #declare B22=<1,0.5,2>; // #declare B23=<2,0.5,2>; #declare B24=<3,0.5,2>; // row 2 #declare B31=<0,1,1>; #declare B32=<1,1,1>; // #declare B33=<2,1,1>; #declare B34=<3,1,1>; // row 3 #declare B41=<0,0,-0.5>; #declare B42=<1,0,-0.5>; // #declare B43=<2,0,-0.5>; #declare B44=<3,0,-0.5>; // row 4 //parte 3 #declare C11=<0.0,-0.1,2.5>; #declare C12=<1,-0.1,2.9>; // #declare C13=<2,-0.1,2.55>; #declare C14=<2.3,-0.1,2.0>; // row 1 #declare C21=<0,0.5,2>; #declare C22=<1,0.5,2>; // #declare C23=<2,0.5,2>; #declare C24=<3,0.5,2>; // row 2 #declare C31=<0,1,1>; #declare C32=<1,1,1>; // #declare C33=<2,1,1>; #declare C34=<3,1,1>; // row 3 #declare C41=<0,0,-0.5>; #declare C42=<1,0,-0.5>; // #declare C43=<2,0,-0.5>; #declare C44=<3,0,-0.5>; // row 4 #declare parte1 = bicubic_patch { type 0 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 uv_mapping texture { bz_tx_A } no_shadow } #declare parte2 = bicubic_patch { type 0 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 uv_mapping texture { bz_tx_H } no_shadow } #declare parte3 = bicubic_patch { type 0 flatness 0.001 u_steps 4 v_steps 4 uv_vectors <0,0> <1,0> <1,1> <0,1> C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 uv_mapping texture { bz_tx_E } no_shadow } object {parte1 scale<1,-1,1>} object {parte1 } object{parte2 scale<-1,1,1>} object{parte2 scale<-1,-1,1> } object{parte3 translate<3,0,0>} object{parte3 translate<3,0,0> scale<1,-1,1>} //object{ bz_axes } object{ bz_checker_bg } //object{ scene translate bz_rite_pos}