// 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, 0.10, 0.80 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.00, 1.00, 1.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.0, 0.0 > } 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 bolinha = sphere{ < 0,0,0 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare Pawn = union{ sphere{<0,0,1.35>,0.5} cylinder {<0,0,0>, <0,0,1>,0.5} cylinder {<0.65,-0.65,0.65>, <-0.65,0.65,0.65>,0.2} cylinder {<0,0,1.4>, <0,0,2>,0.4} texture{ pigment{color rgb<0.9,0.3,0.23>} finish {diffuse 0.9 phong 0.5} }// end of texture }// end of union #declare hat = union{ cone {<0,0,2>, 0.2, <0,0,2.5>, 0} texture{ pigment{color rgb<0.9,0.3,0.23>} finish {diffuse 0.9 phong 0.5} }// end of texture }// end of union #declare sargeant_hat = union{ cone {<0,0,2>, 0.4, <0,0,2.5>, 0} texture{ tx_plastico}// end of texture }// end of union #declare legs = union{ sphere{<0.5,0,0>,0.25} sphere{<0,0.5,0>,0.25} texture{ pigment{color rgb<0.9,0.3,0.23>} finish {diffuse 0.9 phong 0.5} }// end of texture }// end of union #declare soldado = union{ object{ Pawn translate < 0, 0.0, 0.0>} object{ legs translate < 0, 0.0, 0.0>} object{ hat translate <0, 0, 0>} } #declare sargento = union{ object{ Pawn translate < 0, 0.0, 0.0>} object{ legs translate < 0, 0.0, 0.0>} object{ sargeant_hat translate <0, 0, 0>} } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.5*raio texture{ tx_fosca } } #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,-5 > texture{ tx_xadrez } } //object{ bolota translate < -2,+1,+3 > texture{ tx_plastico } } //object{ bolinha translate < +5,+4,+2 > texture{ tx_plastico } interior { ior 1.01 } } } union{ #declare i = 0; #while ( i <= 2 ) #declare j = 0; #while ( j <= 2 ) #if ( i!=j & (i = 1 | j = 1 ) ) object{ soldado translate< 2*i, 2*j, 0 >} #else object{ sargento translate< 2*i, 2*j, 0 >} #end #declare j = j + 1; #end #declare i = i + 1; #end rotate<0,0,0> translate<0,0,0> } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 10.00, 10.00, 10.00 >; #declare dist_camera = 30.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)