// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2003-10-16 23:07:46 by stolfi global_settings { max_trace_level 9 } #declare ctr = < 0.00, 18.00, 0.00 >; #declare camdir = < 1, 0.50, 2 >; camera { location ctr + 33.00*camdir right -1.00*x up 0.75*y sky y look_at ctr } light_source { 10*< 30.00, 100.00, 30.00 > color rgb < 1.00, 1.00, 1.00 > } //#include "skies.inc" background{ color rgb < 0.00, 0.75, 0.85 > } sky_sphere { pigment { color rgb <0.4,0.9,1> } pigment { bozo turbulence 0.65 octaves 6 omega 0.7 lambda 2 color_map { [0.0 0.1 color rgb <1, 1, 1> color rgb <0.9, 0.9, 0.9>] [0.1 0.5 color rgb <0.9, 0.9, 0.9> color rgbt <1, 1, 1, 1>] [0.5 1.0 color rgbt <1, 1, 1, 1> color rgbt <1, 1, 1, 1>] } scale <0.2, 0.5, 0.2> } rotate -135*x } #declare chao1 = <0,0.7,0.3>; #declare chao2 = <0.4,0.8,0>; #declare bluemetalreflection = <0.3,0.3,1.0>; #declare bluemetal = texture { pigment { color bluemetalreflection } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 reflection bluemetalreflection } } #declare silvermetalreflection = <0.9,0.9,0.9>; #declare silvermetal = texture { pigment { color silvermetalreflection } finish { diffuse 0.75 specular 0.5 roughness 0.005 ambient 0.1 reflection silvermetalreflection } } #declare crystalcolor = <0.8,0.5,0.8>; #declare crystal = texture { pigment { color crystalcolor filter 1.7 // !! filtro deveria ser <= 1; aumente crystalcolor } finish { diffuse 0.75 // !! soma diff+amb+refl+filter deve ser ~= 1 ambient 0.05 reflection 0.25*crystalcolor specular 0.5 roughness 0.005 } } #declare tower = union { difference { cylinder { <13,0,13>, <13,36,13>, 3 } cylinder { <13,0,13>, <13,36,13>, 2.4 } texture { crystal } interior { ior 2.4 } } cone { <13,36,13>,4, <13,42,13>,0 texture { bluemetal } } torus { 4,1 translate <13,32,13> texture { silvermetal } } } #declare ponte = intersection { difference { cylinder { <12,32,0>, <14,32,0>, 8 } cylinder { <11.5,32,0>, <14.5,32,0>, 7 } } box { <12,32,-8>, // !! superficie coincidente <14,40,8> // !! superficie coincidente } texture { silvermetal } } #declare cupula = difference { difference { sphere { <0,10,0>, 15 } sphere { <0,10,0>, 14.5 } } cylinder { <0,0,0>, <0,15,0>, 8 } texture { crystal } } #declare enfeite = torus { 13,2 translate <0,29,0> texture { silvermetal } } // Aqui está a cena, finalmente: plane {y, 0 pigment { checker color chao1, color chao2, scale 5 } finish { reflection 0.15 } // 0.5 } object { tower scale <1,1,1> } object { tower scale <-1,1,1> } object { tower scale <-1,1,-1> } object { tower scale <1,1,-1> } object { ponte rotate y*0} object { ponte rotate y*90} object { ponte rotate y*180} object { ponte rotate y*270} object { cupula } object { enfeite } // Adicione o sobretudo para transformar o dancarino num boneco de matrix lutador de kung fu // object { sobretudo translate < 0, 6, 0> }