// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-09-13 16:42:37 by stolfilocal // ====================================================================== // 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_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 } // ====================================================================== // DESCRI��O 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 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 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #declare chair_radius = 4.0; #declare chair_height = 2.0; #declare back_height = 8.0; #declare arm_rest_size = 5.0; #declare arm_thickness = 1; // test #declare chair_base = difference { sphere { < 0, 0, 0 >, chair_radius texture { tx_fosca } } box { // low cut < -chair_radius, -chair_radius, -chair_height >, < chair_radius, chair_radius, chair_height > translate < 0, 0, -chair_radius> texture { tx_fosca } } box { // high cut < -chair_radius, -chair_radius, -chair_radius >, < chair_radius, chair_radius, chair_radius > translate < 0, 0, chair_radius> texture { tx_fosca } } texture { tx_fosca } } #declare trail = cone { <0, 0, 0>, back_height / 2 // , center & radius of one end <0, -10, 0>, 0 // , center & radius of the other end texture { tx_fosca } } #declare chair_rest = difference { // union { intersection { cylinder { < 0, 0, 0>, <0, chair_radius, 0>, back_height / 2 texture { tx_fosca } } cylinder { < 0, 0, 0>, <0, chair_radius, 0>, back_height / 2 translate < 0, -1, 0 > texture { tx_fosca } } texture { tx_fosca } } // sphere { // < 0, 0, 0 >, back_height / 2 // texture { tx_fosca } // } // difference {} // trail // texture { tx_fosca } // } cylinder { < 0, chair_radius, -10>, <0, chair_radius, 10>, chair_radius texture { tx_fosca } } texture { tx_fosca } } #declare chair_rest2 = difference { union { intersection { // cylinder { // < 0, 0, 0>, <0, chair_radius, 0>, back_height / 2 // texture { tx_fosca } // } box { < -back_height / 2, -back_height / 2, -back_height / 2>, texture { tx_fosca } } cylinder { < 0, 0, 0>, <0, chair_radius, 0>, back_height / 2 translate < 0, -1, 0 > texture { tx_fosca } } } // sphere { // < 0, 0, 0 >, back_height / 2 // texture { tx_fosca } // } // difference {} trail texture { tx_fosca } } cylinder { < 0, chair_radius, -10>, <0, chair_radius, 10>, chair_radius texture { tx_fosca } } } #declare arm_rest = union { cylinder { < 0, 0, 0>, <0, arm_rest_size, 0>, arm_thickness / 2 texture { tx_fosca } } difference { cylinder { <0, 0, 0>, <0, 0.5, 0>, arm_thickness texture { tx_fosca } } cylinder { <0, -1, 0>, <0, 1, 0>, arm_thickness * 0.9 } translate <0, arm_rest_size / 2, 0 > } } // Aqui est� a cena, finalmente: union{ // object{ eixos(5.00) } object{ chair_base } object { chair_rest2 translate < 0, -chair_radius, -chair_height + back_height / 2 > } object { arm_rest translate < - 2 * chair_radius / 3, - 2 * chair_radius / 3, chair_height >} object { arm_rest translate < 2 * chair_radius / 3, - 2 * chair_radius / 3, chair_height >} // rotate < 0, 0, -45 > // object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } // object{ bolota translate < 0,0,+1.5 * (-pow(2, 30 * clock - 10) * sin((clock * 30 - 10.75) * pi * 2 / 3)) > texture{ tx_espelho } } // object {} // // object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } // // interior { ior 1.01 } // // } // // difference{ // // union{ // // object{ bola } // // object{ pino } // // } // // object{ furo } // // } } #include "camlight.inc" #declare centro_cena = < 0.00, -4.00, 2.00 >; #declare raio_cena = 13.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)