// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2003-04-12 05:22:47 by stolfi #include "colors.inc" background{White} #declare ctr = <-1.2, -2, 2.0>; // #declare cam = <1,2,6>; #declare cam = <-5,1.3,2>; camera { // location 0.5*<35,0,12> // location ctr + <0,18,-0,1> // location ctr + 2.8*<-5,3,-3> location ctr + 2.6*cam right -0.60*x up 0.80*y sky y look_at ctr } light_source { ctr + 10*<12, 20, -4> color 0.5*White } light_source { ctr + 10*<-12, 20, -4> color 0.5*White } // light_source { ctr + 10*<-5,2,1> color 0.5*White } light_source { ctr + 10*(cam + <0.6,0,-2.0>) color 0.6*White } #declare cor_espelho = < 0.80, 0.80, 0.20 >; #declare tx_espelho = texture { pigment { rgb cor_espelho } finish { ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } } #declare cor_cristal = < 0.20, 0.20, 0.70>; #declare tx_cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1.0 roughness 0.02 } pigment { color cor_cristal filter 1 } } #declare piso = plane { <0, 1, 0>, -5 pigment {White} normal {granite 2 scale 5} } #declare cano_da_arma = difference { cylinder { <0, 0, 0>, <-3, 0, 5>, 1.0 texture { tx_espelho } } cylinder { <0, 0, 0>, <-6, 0, 10>, 0.5 pigment {Black} } } #declare tambor = torus { 1.5, 0.50 rotate <90, 0, 0> texture {tx_espelho} } #declare manopla = cone { <0, 0, 0>, 1, <2, -2, -2>, 1.50 texture {tx_espelho} } #declare haste = blob { threshold 0.75 cylinder { <-2.6, 0, 4>, <-3.2, -3, 3.75>, 0.75 1 } cylinder { <-1, -3.5, 4>, <-5, -2.5, 3>, 0.75 1 } texture { tx_cristal } finish { phong 1 } } #declare porta_copo = difference { cylinder { <0, 0.0, 0>, <0, 1, 0>, 1.0 } cylinder { <0, 0.5, 0>, <0, 2, 0>, 0.5 } rotate <10, 0, -10> texture { tx_cristal } interior { ior 2.0 } } union { object { piso } object { cano_da_arma } object { tambor rotate <0, -40, 0> } object { manopla } object { haste } object { porta_copo translate <-1, -3.5, 4> } object { porta_copo translate <-5, -2.5, 3> } }