// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2001-06-02 22:14:48 by stolfi #include "colors.inc" background {color rgb <0.50, 1.00, 1.00> } camera { location < 1.60, 4.00, 1.30> right <-0.60, 0.00, 0.00> up < 0.00, 0.00, 0.80> sky < 0.00, 0.00, 1.00> look_at < 0.00, 0.00, -1.20> } light_source { <3, 2, 3> color White } #declare tinta_Azul = texture { pigment { color rgb < 0, 0, 1 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Verde = texture { pigment { color rgb < 0, 1, 0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Vermelho = texture { pigment { color rgb < 1, 0, 0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Amarelo = texture { pigment { color rgb < 1, 1, 0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare cor_espelho = <0.8, 0.8, 0.0> #declare tx_espelho = texture { pigment{ rgb cor_espelho} finish{ ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } } #declare cor_cristal = <1.0, 1.0, 1.0> #declare tx_cristal = texture { finish{ ambient 0.1 diffuse 0.1 reflection 0.25 specular 0.1 roughness 0.001 } pigment { color cor_cristal filter 1} } // Os tres cilindros e somente para mostrar os eixos das coordenada #declare cilindroX = cylinder { < -3, 0, 0 >, < 3, 0, 0 >, 0.01 texture { tinta_Vermelho } } #declare cilindroY = cylinder { < 0,-3, 0 >, < 0, 3, 0 >, 0.01 texture { tinta_Azul } } #declare cilindroZ = cylinder { < 0, 0, -3 >, < 0, 0, 3 >, 0.01 texture { tinta_Verde} } #declare asa = torus {0.6, 0.1 texture {tx_cristal}} #declare prato = cylinder { < 0.0, 0.0, -0.7 >, < 0.0, 0.0, -0.8 >, 1.00 texture { tx_espelho} } #declare base = cone { < 0.00, 0.00, -0.8>, 0.2 < 0.00, 0.00, -2.4>, 0.6 texture { tx_espelho}} #declare plano = plane {<0.00, 0.00, 1.00>, 0 pigment { rgb <0.5, 0.5, 0.5>}} #declare chao = plane {<0.00, 0.00, 1.00>, 0 pigment { checker <1.0, 1.0, 1.0>, <0.5, 1.0, 1.0>} translate <0, 0, -2.5> } union { // object { cilindroX } // object { cilindroY } // object { cilindroZ } intersection {object {asa hollow interior{ior 1.5}} object {plano}} object {prato} object {base} object {chao} }