// Last edited on 2017-05-04 05:24:28 by stolfilocal // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_hatEsp = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare headAndHat = union { sphere{ < 0,0,0 >, 4 texture{ tx_plastico } } cylinder{ <0,0,1>, <0,0,4>, 5 texture{ tx_fosca } } cylinder{ <0,0,4>, <0,0,8>, 3 texture{ tx_fosca } } translate <-20, 0, 23> } #declare specialSargent = union { cylinder{ <0,0,6>, <0,0,12>, 2 texture{ tx_hatEsp } } translate <-20, 0, 23> } #declare bodyAndArms = union { cylinder{ <0,0,2>, <0,0,14>, 2 texture{ tx_plastico } } cylinder{ <0,-6,7>, <0,6,7>, 1 texture{ tx_plastico } } translate <-20, 0, 8> } #declare legs = union{ cone{ <0,-2,2>, 1.5 <0,-6,-4>, 0 texture{ tx_plastico } } cone{ <0,2,2>, 1.5 <0,6,-4>, 0 texture{ tx_plastico } } translate <-20, 0, 8> } #declare chao = box{ <-2000,-2000,-1>, <+2000,+2000,0> } #include "eixos.inc" object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } #declare xx = 0; #declare maxx = 3; #while(xx < maxx) #declare yy = 0; #while(yy < maxx) union{ //full Soldier #if ((xx = 0 & yy = 0) | (xx = maxx-1 & yy = 0) | (xx = 0 & yy = maxx-1) | (xx = maxx-1 & yy = maxx-1) | (xx = 1 & yy = 1)) object { headAndHat } object { specialSargent } #else object { headAndHat } #end object { bodyAndArms } object { legs } translate <20*xx, 20*yy, 0> } #declare yy = yy + 1; #end #declare xx = xx + 1; #end #include "camlight.inc" #declare centro_cena = < 0.00, 15.00, 20.00 >; #declare raio_cena = 48.0; #declare dir_camera = < 35.00, -10.00, 20.00 >; #declare dist_camera = 480.0; #declare intens_luz = 1.0; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)