// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2000-09-21 20:06:05 by ra002388 background{ color rgb < 0.00, 0.75, 0.85 > } light_source { < 0.00, 20.00, 100.00 > color rgb < 1.00, 1.00, 1.00 > } camera { location 10 * < 4, 0, 4.00 > + 18 * y right < -1.20, 0.00, 0.00 > up < 0.00, 0.00, 0.90 > sky < 0.00, 1.00, 0.00 > look_at < 0.00, 21.00, 0.00 > } #declare preto = texture { pigment { color rgb < 0.1, 0.05, 0.0 > } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 } } #declare bege = texture { pigment { color rgb < 1.0, 0.80, 0.70 > } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 } } #declare vermelho = texture { pigment { color rgb < 1.0, 0.20, 0.20 > } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 } } #declare azul = texture { pigment { color rgb < 0.0, 0.00, 0.75 > } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 } } #declare marrom = texture { pigment { color rgb < 0.5, 0.40, 0.0 > } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 } } #declare cabeca = union { sphere { <0,7,0> , 3 texture { preto } } sphere { <0,3,0> , 2 texture { bege } } cone { <0,7,0>, 3, <0,3,0>, 2 texture { bege } } cylinder { <0,3,0>, <0,0,0>, 1 texture { bege } } } #declare tronco = difference { cylinder { <0,16,0>, <0,0,0>, 1 scale <5,1,3> texture { vermelho } } union { sphere { <-5,0,0>, 4 } sphere { <5,0,0>, 4 } texture { azul } } } #declare perna = union { sphere { <-3,22,0>, 2 texture { azul } } cylinder { <-3,22,0>, <-5,12,0>, 2 texture { azul } } sphere { <-5,12,0>, 2 texture { azul } } cone { <-5,12,0>,2, <-5,0,0>,1 texture { azul } } intersection { sphere { <-5,0,0>, 3 } box { <-8,3,-3>, <-2,0,3> } texture { marrom } } } #declare bracoesquerdo = union { sphere { <0,0,0>, 2 texture { vermelho} } cylinder { <0,0,0>, <-8,0,0>, 2 texture { bege } } sphere { <-8,0,0>,2 texture { bege } } cone { <-8,0,0>,2, <-8,0,8>,1 texture { bege } } sphere { <-8,0,8>,1 texture { bege } } rotate <0,60,0> } #declare bracodireito = union { sphere { <0,0,0>, 2 texture { vermelho} } cylinder { <0,0,0>, <8,0,0>, 2 texture { bege } } sphere { <8,0,0>,2 texture { bege } } cone { <8,0,0>,2, <16,0,0>,1 texture { bege } } sphere { <16,0,0>,1 texture { bege } } } #declare sobretudo = union { difference { difference { cone { <0,30,0>,1, <0,0,0>,1.5 } cone { <0,29.9,0>,0.9, <0,-0.1,0>,1.45 } } box { <-1.5,30,1>, <1.5,0,1.5> } texture { preto } scale <5,1,3> } } // Aqui está a cena, finalmente: object { cabeca translate <0, 36, 0>} object { tronco translate <0, 20, 0>} object { perna } object { perna scale <-1,1,1>} object { bracoesquerdo translate <-6,34,0> } object { bracodireito translate <6,34,0> } // Adicione o sobretudo para transformar o dancarino num boneco de matrix lutador de kung fu // object { sobretudo translate < 0, 6, 0> }