// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-12-08 10:58:22 by jstolfi #version 3.6; // ====================================================================== // 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 < 0.10, 1.00, 0.80 > } 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_espelho_red = texture{ pigment{ color rgb < 1.00, 0.5, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.5, 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, 0.60, 0.32>, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRI��O DA CENA #declare raio = 1.50; // 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 cone1 = cone{ < 1.9, 0, 1.2 >, 0, < 0.0, 0, 0 >, 1 texture{ tx_fosca } } #declare box1 = box{ < +0.60, +1.60, +1.60 >, < +1.40, +2.40, +2.40 > texture{ tx_espelho_red } } #declare box2 = box{ < -1.40, -2.40, -2.40 >, < -0.60, -1.60, -1.60 > texture{ tx_espelho_red } } #declare box3 = box{ < +0.60, +1.60, -2.40 >, < +1.40, +2.40, -1.60 > texture{ tx_espelho_red } } #declare cilindro1 = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.25*raio texture{ tx_fosca } } #declare cilindro2 = cylinder{ < -1.00, -2.00, +2.00 >, < +1.00, +2.00, -2.00 >, 0.25*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{ bolota translate < 0,0,+2 > texture{ tx_espelho } } object{ cilindro1 translate <0,0,+2>} object{ cilindro2 translate <0,0,+2>} object{ cone1 translate <0,0,+2>} object{ box1 translate <0,0,+2>} object{ box2 translate <0,0,+2>} object{ box3 translate <0,0,+2>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.50 >; #declare raio_cena = 5.5; #declare dir_camera = < 14.00, 10.00, 6.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)