// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-09-30 19:57:13 by jstolfi // ====================================================================== // 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, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #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 < 1, 0, 0 >, color rgb < 0, 0, 0 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRI��O DA CENA #declare raioSust = 0.25; #declare raioPoste = 0.5; #declare raioPerna = 0.5; // Partes da cena: #declare BolaChao = sphere{ < 0, -1.75, -2 >, raioSust } #declare BolaTopo = sphere{ < 0, -2.75, 4>, raioSust } #declare HasteSustentacao = cylinder{ < 0, -1.75, -2 >, < 0, -2.75, 4 >, raioSust } #declare FrenteEncosto = cylinder{ < -2, 2, 0 >, < 2, 2, 0 >, raioPoste } #declare Buracos = cylinder{ < 1, -4, 2 >, < 1, 4, 2 >, 0.25 } #declare Buracos2 = cylinder{ < -0.5, -4, 2 >, < -0.5, 4, 2 >, 0.25 } #declare Encosto = box{ <-2,-2.2, 1>, <+2,-2, +3> } #declare Assento = box{ <-2,-2, 0>, <+2,+2, 0.5> } #declare Perna1 = cone { <-1, 0, -2>, 0 // , center & radius of one end <-1, 0, 0>, raioPerna // , center & radius of the other end } #declare Perna2 = cone { <1, 0, -2>, 0 // , center & radius of one end <1, 0, 0>, raioPerna // , center & radius of the other end } #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ Assento texture { tx_plastico } } object{ FrenteEncosto texture { tx_fosca } } object{ Perna1 texture { tx_vidro } } object{ Perna2 texture { tx_vidro } } object{ HasteSustentacao texture { tx_fosca } } object{ BolaChao texture { tx_vidro } } object{ BolaTopo texture { tx_vidro } } difference{ object{ Encosto texture { tx_plastico } } union { object{ Buracos } object{ Buracos2 } } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #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)