// MC930 - POV-Ray, Exercicio 4 // Fabio de Souza Azevedo - RA 952215 // Aula de 25/03/2003 // Last edited on 2003-04-12 05:26:33 by stolfi //background { color rgb < 0.15, 0.30, 0.07 > } background { color rgb < 0.8, 0.8, 0.85 > } #declare cam = < 1.5, 1.05, -3.3 >; #declare ctr = < 0.0,-0.35, 0.00 >; // #declare cam = < 0.1, 3.5, -0.1 >; // Para ver meio em perspectiva camera { location 1.6*(ctr + cam) right 0.60*x up 0.80*y look_at ctr } /* // Para ver de frente camera { location 0.8*< 0.0, 0.0, -3.5 > right 0.60*x up 0.80*y look_at < 0.0, 0.0, 0.0 > } */ light_source { 100*(vrotate(cam, <0,-25,0>) + < 0.5, 2.0, -0.5 >) color rgb 1.2*< 1.00, 1.00, 1.00 > } light_source { 10*(vrotate(cam, <0,90,0>) + < 0.5, 2.0, -0.5 >) color rgb 0.7*< 1.00, 1.00, 1.00 > } // Exemplo do POV: #include "colors.inc" #declare cor_cristal = rgb <0.85, 0.85, 1.0>; #declare tx_cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_cristal filter 1 } } #declare cor_espelho = rgb <0.55, 0.55, 0.55>; #declare tx_espelho = texture { pigment { cor_espelho } finish { ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } } #declare plano = plane { <0,1,0>,-1.0 pigment { rgb < 0.95, 0.90, 0.50 > } } #declare base = box { <-1.0, -0.8, -1.0>, <1.0, -0.5, 1.0> texture { tx_espelho } } #declare hemisferio = difference { sphere { <0.0, -0.5, 0.0>, 0.6 texture { tx_espelho } } box { <-1.5, -2.0, -1.5 >, <1.5, -0.5, 1.5> } } #declare roda = torus { 0.5, 0.12 pigment { Brown } } #declare lanca_misseis = union { cylinder { <0.0, 0.0, 0.0>, <0.6, 0.6, 0>, 0.2 texture { tx_espelho } } cylinder { <0.6, 0.6, 0.0>, <1.2, 1.2, 0>, 0.13 texture { tx_espelho } } } //#declare garrafa = //cylinder { <0.0, 0.0, 0.0>, <-0.6, 0.6, 0>, 0.2 texture { tx_cristal } } #declare garrafa = blob { threshold .35 cylinder { <0.0, 0.0, 0.0>, <-0.6, 0.6, 0>, 0.2 1 texture { tx_cristal } } cylinder { <-0.6, 0.6, 0.0>, <-0.85, 0.85, 0>, 0.1 1 texture { tx_cristal } } } #declare blob_braco = blob { threshold .35 sphere {<-0.8, 0, 0>, 0.3, 1 pigment {Brown} } cylinder { <-0.8, 0, 0>, <-1.3, -1.4, 0>, 0.3, 1 } pigment {Brown} finish { phong 1 } } // Aqui está a cena, finalmente: object { plano } object { base } object { hemisferio } object { roda rotate <90,90,0> translate <-1.12, -0.65, 0.0> } object { roda rotate <90,90,0> translate < 1.12, -0.65, 0.0> } object { lanca_misseis translate <0.15, -0.15, 0.0> } object { garrafa translate <-0.15, -0.15, 0.0> }