// 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_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } 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_fosca_vermelha = texture{ pigment{ color rgb < 1.00, 0.30, 0.30 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 1.0, 1.0 > } finish{ diffuse 0.5 reflection 0.7*< 1.0, 1.0, 1.0 > ambient 0.7 } } #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 pe = box { < -0.6, -0.4, -0.2 >, < +0.6, +0.4, +0.2 > texture{ tx_fosca } } #declare perna = cylinder { < 0.00, -0.20, -1.5 >, < 0.00, +0.20, +1.5 >, 0.2 texture{ tx_fosca } } #declare corpo = cylinder { < +2.20, 0.00, 0 >, < -2.40, 0.00, 0 >, 1.0 texture{ tx_fosca } } #declare pescoco = cylinder { < +0.0, -0.0, 0 >, < +0.3, +0.3, 1 >, 0.2 texture{ tx_fosca } } #declare cabeca = union { sphere { < 0.0, 0.0, 0.0 >, 0.8 texture{ tx_fosca } } cone { < 0.0, 0.0, 0.0 >, 0.4 < 0.5, -0.8, 1.3 >, 0.0 texture{ tx_fosca_vermelha } } cone { < 0.0, 0.0, 0.0 >, 0.4 < 0.5, +0.8, 1.3 >, 0.0 texture{ tx_fosca_vermelha } } sphere { < 0.7, 0.3, 0.3 >, 0.12 texture{ tx_vidro } } sphere { < 0.7, -0.3, 0.3 >, 0.12 texture{ tx_vidro } } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ chao translate < 0,0,0 > texture{ tx_xadrez } } union { object{ pe translate < -2,-1,+0.2 > texture{ tx_fosca } } object{ pe translate < -2,+1,+0.2 > texture{ tx_fosca } } object{ pe translate < +2,+1,+0.2 > texture{ tx_fosca } } object{ pe translate < +2,-1,+0.2 > texture{ tx_fosca } } object{ perna scale <1.0, +1.0, 1.0> translate < -2.2,-0.8,+1.2 > texture{ tx_vidro } } object{ perna scale <1.0, +1.0, 1.0> translate < +1.8,-0.8,+1.2 > texture{ tx_vidro } } object{ perna scale <1.0, -1.0, 1.0> translate < -2.2,+0.8,+1.2 > texture{ tx_vidro } } object{ perna scale <1.0, -1.0, 1.0> translate < +1.8,+0.8,+1.2 > texture{ tx_vidro } } object{ corpo translate < 0,0,+3.2 > texture{ tx_vidro } } object{ pescoco scale <1.0, +1.0, 1.0> translate < +1.8, +0.4, +4.1 > texture{ tx_vidro } } object{ pescoco scale <1.0, -1.0, 1.0> translate < +1.8, -0.4, +4.1 > texture{ tx_vidro } } object{ cabeca scale <1.0, 1.0, 1.0> translate < +2.1, +0.8, +5.7 > texture{ tx_vidro } } object{ cabeca scale <1.0, 1.0, 1.0> translate < +2.1, -0.8, +5.7 > texture{ tx_vidro } } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 3.00 >; #declare raio_cena = 7.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 24.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)