// 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 < 0.5, 0.5, 0.5 > } #declare branco = texture{ pigment{ color rgb < 1 1 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare preto = texture{ pigment{ color rgb < 0 0 0 > } finish{ diffuse 0.9 ambient 0.1 } } // ====================================================================== // DESCRI��O DA CENA #declare raio = 2.000; #declare cubo = box{ <0,0,0>,<1,1,1> texture{branco} } #declare esfera = sphere{ <0.5,0.5,0.5>,0.5 texture{branco} } #declare meu_cone = cone{ <0.5,0.5,0>,0.5,<0.5,0.5,1>,0 texture{branco} } #declare base= cylinder{ <0,0,0>,<0,0,0.5>,1.5 texture{preto} } #declare cilindro= cylinder{ <0.5,0.5,0>,<0.5,0.5,1>,0.5 texture{branco} } #declare dama= union{ object{esfera} object{cilindro translate<0,0,1>} object{cubo translate<0,0,2>} } #declare peao= union{ object{meu_cone} object{object{meu_cone rotate 180*y} translate<1,0,2>} object{esfera translate<0,0,2> } } #macro tabuleiro(m,n) object{cylinder{<0,0,0>,<0,0,-1>,10*m} texture{branco}} #declare i=1; #while(i<=m) #declare j=1; #while(j<=n) #if(i+j<6) union{object{base} object{peao translate<0,0,0.5>}translate rotate z*(j*360/n)} #else #if(i+j>12) union{object{base} object{dama translate<0,0,0.5>}translate rotate z*(j*360/n)} #else union{object{base} translate rotate z*(j*360/n)} #end #end #declare j=j+1; #end #declare i=i+1; #end #end #include "eixos.inc" // Aqui est� a cena, finalmente: tabuleiro(10,5) // union{ // object{ eixos(3.00) } // object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } // object{ bolota translate < -2,+1,+3 > texture{ tx_espelho } } // object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } // interior { ior 1.01 } // } // difference{ // union{ // object{ bola } // object{ pino } // } // object{ furo } // } // } #include "camlight.inc" #declare centro_cena = < 0 ,0, 5 >; #declare raio_cena = 20.0; #declare dir_camera = < 0, 0.5, 1 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)