##RenderMan RIB-Structure 1.0 version 3.03 #Format 640 480 1 #PixelSamples 1 1 Format 320 240 1 PixelSamples 2 2 Display "camara.tif" "file" "rgb" Projection "perspective" "fov" [45 ] Translate 0 -8 60 Rotate 110 0 1 0 Rotate -10 0 0 1 WorldBegin LightSource "ambientlight" 1 "intensity" [0.1 ] LightSource "distantlight" 2 "intensity" [1.5 ] "from" [0 100 100] "to" [0 0 0] LightSource "distantlight" 3 "intensity" [1.5 ] "from" [0 100 -100] "to" [0 0 0] #Esfera para darle el color de Background Color 0.4 0.4 0.4 Surface "matte" Sphere 5000 -5000 5000 360 TransformBegin #La traslación la hemos hecho un poco más bestia para que se note Translate 0 -1.10 16 Rotate -110 1 0 0 # EJE Z Color [0 0 1] TransformBegin Cylinder 0.5 0 20 360 Translate 0 0 20 Cone 2 1 360 TransformEnd # EJE Y Color [0 1 0] TransformBegin Rotate -90 1 0 0 Cylinder 0.5 0 20 360 Translate 0 0 20 Cone 2 1 360 TransformEnd # EJE X Color [1 0 0] TransformBegin Rotate 90 0 1 0 Cylinder 0.5 0 20 360 Translate 0 0 20 Cone 2 1 360 TransformEnd # PARCHE AttributeBegin Declare "txtscale" "float" Declare "Kr" "float" Declare "darkcolor" "color" Declare "lightcolor" "color" Declare "veincolor" "color" Surface "gmarbtile_polish" "Ka" 1 "txtscale" 0.5 "Kr" .25 "Kd" 0.3 "Ks" 0.2 "roughness" 0.02 Patch "bilinear" "P" [-10 -10 0 10 -10 0 -10 10 0 10 10 0] AttributeEnd # PRIMERA PELOTA AttributeBegin Color [0.6 0.6 0.6] Translate -3.0 0 2 Surface "matte" Declare "frequency" "float" Declare "Km" "float" Displacement "stucco" "frequency" 20 "Km" 0.3 Sphere 2 -2 2 360 AttributeEnd # SEGUNDA PELOTA AttributeBegin Translate 3 0 2 Color 1 .45 .05 Declare "Kr" "float" Declare "Km" "float" Surface "shiny" "Kd" 0 "Kr" 0.25 "roughness" 0.15 "specularcolor" [1 .5 .06] Displacement "dented" "Km" 0.5 Sphere 2 -2 2 360 AttributeEnd TransformEnd # CAMARA Color [1 1 1] TransformBegin Translate 0 0 3 Rotate 180 1 0 0 Cone 4 2 360 Disk 0 2 360 TransformEnd TransformBegin Scale 7 3 1 Sphere 1 -1 1 360 TransformEnd WorldEnd