// Last edited on 2017-05-07 20:06:38 by stolfilocal // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.00, 0.00, 1.00 > } 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 0.7 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 1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.30 >, color rgb < 0.50, 0.37, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare raio = 2.000; #declare corpo = cone{ < 0,0,0 >, 0.60, < 0.0, 0.0, 1.5 >, 0.2 } #declare node = sphere{ < 0,0, 1.7 >, 0.5 } #declare pernas = box{< 0,0.2,0 >, < 0.25, 0.45, -1 >} #declare braco1 = cylinder{ < 0.0, 0.0, 1.0 >, < 0.0, 1.2, 0.5 >, 0.25 } #declare braco2 = cylinder{ < 0.0, 0.0, 1.0 >, < 0.0, -1.2, 0.5 >, 0.25 } #declare mao = sphere{ <0.0, 1.2, 0.5> , 0.25} #declare tamr = 11; #macro rede ( nNodes, nLinks) #declare posicao = array[nNodes] #declare raio = array[nNodes] #declare roleta = seed(35); #declare i = 0; #while (i < nNodes) #declare posicao[i] = < tamr*rand(roleta), tamr*rand(roleta), tamr*rand(roleta) >; #declare raio[i] = 0.4*rand(roleta); #declare i = i + 1; #end union{ #declare i = 0; #while (i < nNodes) object{ sphere{ posicao[i], raio[i]} texture { tx_plastico } } #declare i = i + 1; #end #declare i = 0; #while (i < nLinks) #declare firstNode = int((nNodes - 1) * rand(roleta)); #declare secondNode = int((nNodes - 1) * rand(roleta)); #if (firstNode = secondNode) #declare secondNode = secondNode + 1; #end link (posicao[firstNode], posicao[secondNode], (rand(roleta) < 0.7), rand(roleta)) #declare i = i + 1; #end } #end #macro link (c1, c2, tp, rr) union{ object { cylinder { c1, c2 , 0.07} texture { tx_vidro } } #if (tp = 1) object { sphere { (1-rr) * c1 + rr * c2, 0.07} texture { pigment {color rgb< 1.0, 0.0, 0,0 >}} } #end } #end #include "eixos.inc" union{ object { rede (100, 50) } } #include "camlight.inc" #declare centro_cena = 0.5*tamr * < 1, 1, 1 >; #declare raio_cena = 1.00*tamr; #declare dir_camera = < 10.00, 3.00, 4.00 >; #declare dist_camera = 8*raio_cena; #declare intens_luz = 1.50; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)