// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2003-07-31 12:50:37 by stolfi // ====================================================================== // CÂMERA #include "textures.inc" #include "colors.inc" // The include files contain #include "stones.inc" // pre-defined scene elements #include "metals.inc" #include "woods.inc" #include "finish.inc" #include "shapes.inc" #include "skies.inc" #include "chars.inc" #include "stars.inc" camera { location < 5.00,5.00, 40.00 > // Posição do observador. //location < 5,35,5> //de cima //location <16,10,26> //de lado //location <-15,10,30> //outro lado //location <5,5,-35> //atras //location <5,-30,-5> //de baixo //right -1.0*x // Largura RELATIVA da imagem. //up 0.75*y // Altura RELATIVA da imagem. sky y // Qual direção é "para cima"? look_at <5.00, 5, 5.00 > // Para onde a câmera está apontando. } // Nota: os parâmetros "right" e "up" devem ter a mesma proporção // que os parâmetros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // FONTES DE LUZ light_source { 10 * < +50.0, +30.0, +50.0 > // Posição da lâmpada. color rgb 1.2 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } light_source { 10 * < +50.0, -10.0, +10.0 > // Posição da lâmpada. color rgb 0.8 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } // ====================================================================== // DESCRIÇÃO DA CENA sky_sphere {S_Cloud4} background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 0, 0, 0 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_B = texture { pigment { color rgb < 1.00, 0.80, 0.10 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_C = texture { pigment { color rgb < 139,0,0> } finish { diffuse 0.8 specular 1 roughness 0.1 ambient 1 } } #declare tinta_D = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare caixa_tor = cone{ <2,1,1>,2.00, <2,6,1>,4.00 texture {T_Chrome_1A} } #declare pescoco = cylinder { <2,6,1>, <2,8,1> 0.5 texture {T_Copper_4C} } #declare olhos = cylinder { <2,10,0.5>, <2,10,4> 0.3 texture {T_Chrome_4C} } #declare esfera = sphere { <2,10,1>, 2.00 texture {T_Chrome_1A} } #declare esfera_eyes = sphere { <2,10,0.5>, 0.3 texture {tinta_C} } #declare chifre = cone { <2,12,1>,0.5, <2,18,1>,0 texture {tinta_C} } #declare membro1 = union{ sphere { <0,1,0> 1 } cylinder { <0,1,0> <0,5,0> 0.7 } texture {T_Copper_4C} } #declare membro2 = union{ sphere { <0,0.8,0> 0.8 } cylinder { <0,0.8,0> <0,5.8,0> 0.5 } texture {T_Copper_4C} } #declare mao = union { cylinder{ <0,0,0> <1,0,0> 0.5 } difference { cylinder { <1.2,-0.5,0> <1.2,0.5,0> 0.5 } cylinder { <1.2,-1,0> <1.2,1,0> 0.09 } } texture {T_Gold_1A} //scale 4 } #declare texto = text{ ttf "timrom.ttf" "666" 1,0 texture {tinta_C} } #declare sapato = union { difference{ cylinder { <0,0,0> <0,2,0> 0.8 } cylinder { <0,3,0> <0,-1,0> 0.5 } } box { <0.6,0,0.5> <3.0,1,-0.5> } cylinder { <3,0,0> <3,1,0> 0.5 } //scale 3 texture {T_Gold_1A} } #declare comp_rabo = union{ sphere { <0,0,0> 0.6 } cylinder { <0.3,0,0> <3.3,0,0> 0.5 } rotate y*90 texture {tinta_C} } #declare fim_rabo = cone { <0,0,0> 0.7 <0,3,0> 0 texture {tinta_C} rotate x*-135 } #declare rabo = union { object {comp_rabo rotate x*45} object {comp_rabo rotate x*-45 translate <0,2.5,-2>} object {comp_rabo rotate x*-45 translate <0,0,-4.5>} object {comp_rabo rotate x*45 translate <0,-2.5,-7>} object {comp_rabo rotate x*-45 translate <0,-0,-9.5>} object {fim_rabo translate <0,-2,-11.5>} scale 0.78 } #declare corpo = union{ object {caixa_tor} object {membro1 rotate x*180 translate <4,1,1>} object {membro1 rotate x*180 translate <0,1,1>} object {membro2 rotate x*180 translate <0,-3.8,1>} object {membro2 rotate x*180 translate <4,-3.8,1>} object {membro1 rotate x*150 translate <-2,6,1>} object {membro1 rotate x*120 translate <6,6,1>} object {membro2 rotate x*120 translate <-2,2.2,3.1>} object {membro2 rotate x*90 translate <6,3.6,5.0>} object {mao rotate y*270 translate <6,3.6,10>} object {mao rotate y*270 rotate x*30 translate <-2,-0.64,8>} object {sapato rotate y*-90 translate <0,-9.6,1>} object {sapato rotate y*-90 translate <4,-9.6,1>} object {rabo translate <2,1.5,-1>} } #declare cabeca = difference{ union { object {esfera} object {chifre translate <-2,-12,-1> rotate z*30 translate <2,12,1> translate <-1,-1,0>} object {chifre translate <-2,-12,-1> rotate z*-30 translate <2,12,1> translate <1,-1,0>} } object {olhos translate <-2,-10,-0.7> scale x*2.2 rotate z*45 scale y*1.3 translate <2,10,0.7> translate <1,0,0>} object {olhos translate <-2,-10,-0.7> scale x*2.2 rotate z*-45 scale y*1.3 translate <2,10,0.7> translate <-1,0,0>} //object {esfera_eyes translate <1,0,0>} //object {esfera_eyes translate <-1,0,0>} object {olhos translate <-0.3,-1.3,0>} object {olhos translate <0,-1.3,0>} object {olhos translate <0.3,-1.3,0>} } #declare cil1 = cylinder { <0,0,0> <0,24,0> 0.5 pigment {P_Copper4} } #declare cil2 = cylinder { <-3,24,0> <3,24,0> 0.5 pigment {P_Copper4} } #declare pontas = union { sphere { <0,24,0> 1.0 } cylinder { <0,24,0> <0,27,0> 0.5 } cone { <0,27,0> 0.5 <0,30,0> 0 } pigment{P_Copper4 } } #declare tridente = union { object {cil1} object {cil2} object {pontas} object {pontas translate <-3,0,0>} object {pontas translate <3,0,0>} scale 0.3 rotate x*20 //rotate y*15 translate <6,1,10> } #declare capetinha = union { object {corpo} object {pescoco} object {cabeca} object {tridente} } #declare piso1 = plane { <0,1,0>, -10 texture {T_Stone18 scale 5} } object {piso1} object {capetinha scale 1} // Aqui está a cena, finalmente: