// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2001-06-05 00:44:37 by stolfi #include "colors.inc" background{ color rgb < 0.90,0.70, 0.60 > } light_source { < 12.00, 6.00, 15.00 > color rgb < 1.00, 1.00, 1.00 > } #declare Yellow2 = texture { pigment { color red 1 green 1 blue 0 } finish { diffuse 0.5 phong 0.5 phong_size 3 reflection 0.5 } } camera { location < 15.00, -12.00, 6.00> //location <-20,0,15> right <-0.60,0.00, 0.00> up <0.0, 0.0, 0.80> sky <0.00, 0.00, 1.00> look_at <2.00, 2.0, 3.00> } #declare raio = 2.000; #declare vermelho = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.9 specular 0.5 roughness 0.05 ambient 0.1 } } #declare amarelo = texture { pigment { color rgb <1.0, 1.0, 0.0>} finish {diffuse 0.9 specular 0.5 roughness 0.050 ambient 0.0} } #declare branco = texture {pigment {color rgb <1.0, 1.0, 1.0> } finish {diffuse 0.9 specular 0.5 roughness 0.050 ambient 0.1} } #declare preto = texture {pigment {color rgb <0.0, 0.0, 0.0> } finish {diffuse 0.9 specular 0.5 roughness 0.050 ambient 0.1} } #declare azul = texture {pigment {color rgb <0.0, 0.2, 1.0> } } #declare verde = texture {pigment {color rgb <0.0, 1.0, 0.1>} finish {diffuse 0.75 specular 0.5 roughness 0.050 ambient 0.1} } # declare cor_cristal = verde #declare tx_cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001} pigment {color filter 1 Green} } #declare cor_espelho = White declare tx_espelho = texture { pigment{rgb Blue} finish{ambient 0.05 diffuse 0.05 reflection Blue specular 0.20 roughness 0.05 } } #declare tx_espelho2 = texture { pigment{rgb Black} finish{ambient 0.05 diffuse 0.05 reflection Black specular 0.20 roughness 0.05 } } #declare Branco2= texture{ pigment{White} normal{ dents 0.6 scale 0.24 } finish{phong 0.8 phong_size 200} } #declare bola2 = cylinder { < 0.50, 1.50, 3.00 >, < 3.50, 1.50, 3.00>, 0.30 texture {branco} } #declare cone1 = cone { < 2.50, 2.0, 1.00 >,1.25 < 2.50, 2.0, 5.00 >, 0.50 texture { tx_cristal} } #declare haste = cylinder { < 2.50, 0, 6.00 >, < 2.50, 0, 2.00 >, 0.30 texture { tx_cristal } } #declare sup = sphere { <2.5,0,2> 0.5 texture {tx_cristal}} fog {colour rgbft<0.0, 0.5, 0.7, 0.50, 0.0> distance 50} #declare suporte = box { <1, 5, 0.5>, < 6.5,-2,2> texture {tx_espelho}} // Aqui está a cena, finalmente: union { object { cone1 hollow interior {ior 1.5}} object { haste hollow interior {ior 1.5}} object { haste translate <0,4,0>hollow interior {ior 1.5}} object {sup hollow interior {ior 1.5}texture {Yellow2}} object {sup translate <0,4,0> hollow interior {ior 1.5}texture {Yellow2}} object {sup translate <0,0,4> hollow interior {ior 1.5}texture {Branco2}} object {sup translate <0,4,4> hollow interior {ior 1.5} texture {Branco2}} object {suporte translate <-1.0, 0.75,0> } object {torus {0.75, 0.35 rotate 90*z rotate 180*x rotate 90*y texture {tx_cristal} translate <2.5,0,5>}} object {torus {0.75, 0.35 rotate 90*z rotate 90*y texture {tx_cristal} translate <2.5,4.0,5>}} object {torus {0.75, 0.35 rotate 90*z rotate 90*y texture {tx_cristal} translate <2.5,2.0,5>}} object {torus {0.85, 0.35 rotate 90*z rotate 90*y texture {Yellow2} translate <2.5,2.0,2.2>}} object {sphere { <2.5,2.1,6.5> 0.6 texture {Branco2}}} object {sphere { <2.5,2.1,6> 0.8 texture {Branco2}}} object {sphere { <2.5,2.1, 7.0>, 0.4 texture { Branco2 }}} difference {torus {0.45, 0.25 rotate 90*z texture {tx_espelho2} translate <2.5,0.75,5>} } difference { torus { 0.45, 0.25 rotate z*90 texture {tx_espelho2} translate <2.5,3.35,5>} } } blob { threshold 0.75 sphere { <2.5,2.1,5>, 2, 1 texture {Branco2} } } plane { <0, 0,1>,-1 pigment { checker color White, color Blue scale 6} }