// 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_red = texture{ pigment{ color rgb < 0.90, 0.05, 0.05 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_yellow = texture{ pigment{ color rgb < 0.93, 0.79, 0.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_green = texture{ pigment{ color rgb < 0.05, 0.90, 0.05 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_blue = texture{ pigment{ color rgb < 0.05, 0.05, 0.90 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > 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, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare tronco = box{ < -1.00, 0.00, 0.00 >, < +1.00, +2.00, +2.00> texture{tx_fosca} } #declare pescoco2 = cylinder{ < 0.00, +1.60, +2.00 >, < 0.00, +1.60, +3.00 >, 0.1*raio texture{ tx_fosca } } #declare pescoco1 = cylinder{ < 0.00, +0.50, +2.00 >, < 0.00, +0.50, +2.50 >, 0.1*raio texture{ tx_fosca } } #declare cabeca1 = sphere{ < 0.00 , +0.50, +3.10 >, 0.60 } #declare cabeca2 = sphere{ < 0.00 , +1.60, +3.10 >, 0.60 } #declare boca1 = box{ < +0.70, +0.40, +2.70 >, < +0.50, +0.60, +2.90> texture{tx_fosca} } #declare boca2 = box{ < +0.70, +1.45, +2.70 >, < +0.50, +1.65, +2.90> texture{tx_fosca} } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ pescoco1 translate < 0,0,0 > texture{ tx_yellow } } object{ pescoco2 translate < 0,0,0 > texture{ tx_yellow } } object{ tronco translate < 0, 0, 0> texture{ tx_blue} } object{ cabeca1 translate < 0,0,0 > texture{ tx_green } } object{ cabeca2 translate < 0,0,0 > texture{ tx_green } } object{ boca1 translate < 0,0,0 > texture{ tx_red } } object{ boca2 translate < 0,0,0 > texture{ tx_red } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)