// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-09-14 16:21:51 by stolfilocal // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.80, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_bug1 = texture{ pigment{ color rgb < 1.00, 1.00, 0.00 > } finish{ diffuse 0.5 ambient 0.5 } } #declare tx_bug2 = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } finish{ diffuse 0.5 ambient 0.5 } } #declare tx_bug3 = texture{ pigment{ color rgb < 0.00, 1.00, 0.00 > } finish{ diffuse 0.5 ambient 0.5 } } #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 < 1.51, 0.50, 0.68 > } 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 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 5.000; // Partes da cena: #declare bolinha = sphere{ < 0,0,1 >, 0.5 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < 0, 0, 0 >, < 0, 0, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < 0, 0, 0 >, < 0, 3, 0 >, 0.15*raio texture{ tx_vidro } } #declare MyCone = cone { <0, 0, 0>, 1.0 // , center & radius of one end <0, 0, 1>, 0.25 // , center & radius of the other end } #declare MyConeCoroa = cone { <0, 0, 0>, 0.1 // , center & radius of one end <0, 0, 1>, 0.05 // , center & radius of the other end } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare MyDisc = disc { <0, 0, 0>, <0, 0, 1>, 1 } #declare peao = union{ object{MyCone} object {bolinha translate <0, 0, 0.5>} // texture{ tx_bug1 } // Professor. } #declare rainha = union{ object{pino} union{ object{MyConeCoroa translate<0,0,1> rotate <30, 0, 0>} // } object{MyConeCoroa translate<0,0,1> rotate <0, 0, 0>} // } object{MyConeCoroa translate<0,0,1> rotate <-30, 0, 0>} // } texture{ tx_bug2 } // Professor. } } #macro tabuleiro(rows, columns) union{ #local i = 0; #while(i,0.2 rotate <0,0,360/columns*j>texture{ tx_bug3 } } #local j = j+1; #end #local i = i+1; #end } #end #include "eixos.inc" // Aqui está a cena, finalmente: #local linhas = 10; #local colunas = 20; union{ object{ eixos(6.00) } object{tabuleiro(linhas, colunas)} #local k = 0; #while(k<5) union{ // object{tabuleiro(5,5)} object{peao translate scale<0.5,0.5,0.5> rotate <0,0,360/k*5>} } #local k = k+1; #end } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 1.25*linhas; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 10*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)