// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2001-06-09 22:11:40 by stolfi #include "colors.inc" background{ color rgb < 0.90,0.70, 0.60 > } #declare G = seed (123456); light_source { < 12.00, -6.00, 15.00 > color rgb 1.4*< 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 < 12.00, -12.00, 11.00> right <-0.80,0.00, 0.00> up <0.0, 0.0, 0.60> sky <0.00, 0.00, 1.00> look_at <3.00, 3.0, 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 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 Gray} finish{ambient 0.05 diffuse 0.05 reflection White 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 cone1 = cone { < 3.0, 2.0, 1.00 >,1.25 < 3.0, 2.0, 5.00 >, 0.50 texture { tx_cristal} } #declare haste = cylinder { < 0, 5, 6.00 >, < 5, 0, 2.00 >, 0.30 texture { tx_cristal } } #declare sup = sphere { <2.5,0,2> 0.5 texture {tx_cristal}} fog {colour rgbft<0.5, 0.5, 0.5, 0.50, 0.0> distance 50} #declare suporte = box { <0, 7, 0.5>, < 8, -3 ,1.5> texture {tx_espelho}} // Aqui está a cena, finalmente: union { object { cone1 hollow interior {ior 1.5}} object {suporte translate <-1.0, 0.75,0> } difference {torus {2.5, 0.45 texture {tx_cristal} translate <3.0, -1,2> } box {<0,0,0.0> <8,8, 1.0> } } object {sphere { <3.0,2.1,6.5> 0.6 texture {Branco2}}} object {sphere { <3.0,2.1,6> 0.8 texture {Branco2}}} object {sphere { <3.0,2.1, 7.0>, 0.4 texture { Branco2 }}} // difference {torus {0.45, 0.25 rotate 90*z texture {tx_espelho2} translate //<2.5,0.75,5>} } } blob { threshold 0.75 sphere { <3.0,2.1,5>, 2, 1 texture {tx_cristal} } } plane { <0, 0,1>,-1 pigment { checker color White, color Blue scale 1.5} } #declare j = 1; #while ( j <=5 ) //traseira #if (!(1*rand(G) <= 0.5)) sphere { , 0.55 texture {Branco2} pigment { gradient x color_map { [0.0 Blue ] [0.5 Brown ] [0.5 White ] [0.50 Pink ] [1.0 Yellow ] } }} #else sphere { , 0.55 texture {azul} pigment { gradient x color_map { [0.0 Blue ] [0.5 Yellow ] [0.5 White ] [0.50 Red ] [1.0 Yellow ] } }} #end object {cylinder { < j, 5, 6.00 >, < j, 5, 2.00 >, 0.30 texture { azul } } } object {cylinder { < 5, 5-j, 6.00 >, < 5, 5-j, 2.00 >, 0.30 texture { amarelo } } } object {cylinder { < 1, 5-j, 6.00 >, // y vermelho < 1, 5-j, 2.00 >, 0.30 texture { vermelho } } } #declare j = j + 1; #end //#declare i = 1; //#while (i<10) //box { <0, 7+i*1.5, 0.5>, < 8, -3 +i*1.5,1.5> texture {tx_espelho}} //#declare i = i +1; //#end