#include "colors.inc" #include "colors.inc" #include "metals.inc" #include "golds.inc" #include "stones1.inc" #include "textures.inc" background{ color rgb < 1.0, 1.0, 0.0 > } camera { location < 30, 36, 40 > //visao geral // location < 0, 0, 45> //de cima // location < 0, 0, 0> //de frente // location < 0, 0, 0> //lado direito right < 0.40, 0.00, 0.00> up < 0.00, 0.00, 0.30> sky < 0.00, 0.00, 1.00> look_at <0,0,0> } light_source { < 40, 50, 80> color White } #declare prata = T_Silver_3C #declare eixoX = cylinder { < -5, 0, 0 >, < 5, 0, 0 >, 0.03 pigment { Green } } #declare eixoY = cylinder { < 0,-5, 0 >, < 0, 5, 0 >, 0.03 pigment { Blue } } #declare eixoZ = cylinder { < 0, 0, -5 >, < 0, 0, 5 >, 0.03 pigment { Red} } #declare piso = box { < -5.00, -5.00, -1.00 >, < 5.00, 5.00, 0.00 > texture { prata } } #declare torre = union { cylinder { <0,0,0>, <0,0,5> 0.5 // raio do cilindro pigment { Blue } } difference{ sphere { < 0, 0, 5>, 1 } box { < -1.00, -1.00, 5.00 >, < 1.00, 1.00, 0.00 > } pigment { Yellow }} } plane{y, -10 pigment{checker color White color Blue}} plane{x, -10 pigment{checker color White color Green}} plane{z, -10 pigment{checker color White color Red}} //plane{y, -10 pigment{Blue}} //plane{x, -10 pigment{Green}} //plane{z, -10 pigment{Red}} #declare ouro = T06 #declare arco = difference{ torus{1.7, 0.3 texture{Ruby_Glass} } // box { < -1.00, -1.00, 5.00 >, // < 1.00, 1.00, 0.00 > // } texture { ouro } } object {piso} #declare i = 1; #declare sin1 = 3.5; #declare sin2 = 3.5; #while (i < 3) #declare a = 1; #while (a < 3) #if (mod(a,2) = 0) object { torre translate < sin1, sin2, 0.00 > } #else object { torre translate < sin1, sin2, 0.00 > } #end #declare sin2 = sin2*-1; #declare a = a + 1; #end #declare sin1 = sin1*-1; #declare i = i + 1; #end #declare b = seed(12345); #declare j = -3; #while (j < 4) #declare Cor = texture { pigment { color rgb < rand(b), rand(b), rand(b) > } finish { diffuse 0.5 specular 1 roughness 0.1 ambient 0.1 } } #declare muro = cylinder { <0,0,0>, <0,0,5*rand(b)> 0.4 texture { Cor } } object {muro translate } object {muro translate <-4, j, 0>} object {muro translate } #if ((j < -1) | (j > 1)) object {muro translate <4, j, 0> } #end #declare j = j + 1; #end // object {arco translate <1,1,1> rotate z*90} // eixoX // eixoY // eixoZ