// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_caixa = texture{ pigment{ color rgb < 0.65, 0.20, 0.20 > } finish{ diffuse 0.8 ambient 0.5 specular 0.5 roughness 0.005 } } #declare tx_boneco = texture{ pigment{ color rgb < 1.00, 0.85, 0.72 > } finish{ diffuse 0.4 ambient 0.5 specular 0.2 roughness 0.005 } } #declare tx_chapeu = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_mao = texture{ pigment{ color rgb < 0.90, 0.78, 0.68 > } finish{ diffuse 0.9 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 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.12, 0.10 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare tx_interior = texture{ pigment{ color rgb < 0.75, 0.20, 0.20 > } finish{ diffuse 0.9 ambient 0.1 } } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 10.000; #declare caixa = box {<0, 0, 0> , <11, 11, 11> } #declare tampa = box {<0, 0, 11> , <0, 11, 21> } #declare furo = box {<1, 1, 1> , <10, 10, 12> texture{ tx_interior } } #declare corpo = cylinder { <6, 6, 0> , <6, 6, 15>, 3 } #declare cabeca = sphere { <6, 6, 18 > , 4 } #declare chapeu = cone { <6, 6, 21>, 3, <6, 6, 23> , 0 } #declare nariz = cone { <10, 6, 18 >, 1, <13, 6, 18>, 0 } #declare bracos = cylinder { <6, 11, 14>, <6, 1, 14>, 1 } #declare mao1 = sphere { <6, 11.5, 14>, 1.5 } #declare mao2 = sphere { <6, 0.5, 14>, 1.5 } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object {eixos(15.00) } object {corpo texture {tx_boneco} } object {cabeca texture {tx_boneco} } object {chapeu texture {tx_chapeu} } object {nariz texture {tx_boneco} } object {bracos texture {tx_boneco} } object {mao1 texture {tx_mao} } object {mao2 texture {tx_mao} } object {tampa texture {tx_caixa} rotate <0, -45, 0> translate <8, 0, 3> } difference{ object{ caixa texture {tx_caixa} } object { furo } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 70.0; #declare dir_camera = < 40.00, 40.00, 50.00 >; #declare dist_camera = 35.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)