// MC930 - Exemplo de main.pov para o trabalho final // Last edited on 2000-12-14 09:07:40 by mc726 #include "colors.inc" #include "stones.inc" // MONUMENTO #declare centro_do_monumento = < 0, 0, 1 >; // ONIBUS #declare onibus= union { box { <0,0,0.5>, <-1,1.5,1> pigment {color rgb <.5,.5,.5>}} box { <-0.2,1.52,0.75>, <-0.8,1.5,0.98> pigment {color rgb <1,1,1>}} cylinder { <0,0.25,0.5>, <0.05,0.25,0.5>, 0.15 pigment {color rgb <1,1,1>}} cylinder { <0,1.25,0.5>, <0.05,1.25,0.5>, 0.15 pigment {color rgb <1,1,1>}} cylinder { <-1,0.25,0.5>, <-1.05,0.25,0.5>, 0.15 pigment {color rgb <1,1,1>}} cylinder { <-1,0.25,0.5>, <-1.05,0.25,0.5>, 0.15 pigment {color rgb <1,1,1>}} } // PESSOA #declare pessoa= union { cone { <1,0,0.5>, 0 <1,0,1>, 0.2 pigment {color rgb <0.5 0.8 0>}} sphere { <1,0,1.1>, 0.1 pigment {color rgb <0.9 0.9 0>}} } // PAVIMENTO #declare pavimento = plane{ z, -1 texture{ pigment{ brick color rgb < 0.80, 0.90, 1.00 >, color rgb < 0.2, 0.2, 0.6 > } finish{ diffuse 0.9 ambient 0.05 specular 0.3 roughness 0.1 } } } // CEU plane { z, 500 texture { pigment { SkyBlue } finish { ambient 1 diffuse 0} } texture { pigment { bozo turbulence .5 color_map { [0 White] [1 White filter 1] } } finish { ambient 1 diffuse 0 } scale <1000, 250, 250> rotate <5, 45, 0> } } // FUNDO background{ color rgb < 0.90, 0.92, 0.95 > } // EIXOS #declare eixos_cartesianos = union { cylinder { <0,0,0>, <1,0,0>, 0.02 pigment { color rgb <1,0,0> } } cylinder { <0,0,0>, <0,1,0>, 0.02 pigment { color rgb <0,1,0> } } cylinder { <0,0,0>, <0,0,1>, 0.02 pigment { color rgb <0,0,1> } } } object { eixos_cartesianos } object { pavimento } object {onibus} object {pessoa} // CÂMARA #declare centro_da_cena = centro_do_monumento; #declare raio_da_cena = 1.0; #declare direcao_da_camera = vnormalize( < 3, 2, 1 > ); #declare dist_da_camera = 7.0 * raio_da_cena #declare pos_da_camera = centro_da_cena + dist_da_camera * direcao_da_camera; camera { location pos_da_camera right < -0.64, 0.00, 0.00 > up < 0.00, 0.48, 0.00 > sky z look_at centro_da_cena rotate <0,5,-10> } // ILUMINAÇÃO #declare direcao_da_luz = vrotate(direcao_da_camera, < 10, 10, 10 >); #declare intens_da_luz = 1.25; light_source { 20 * raio_da_cena * direcao_da_luz color rgb intens_da_luz * < 1, 1, 1 > }