// Last edited on 2003-11-27 01:59:42 by stolfi // Exemplo de arquivo de descricao de cena para POV-ray #include "colors.inc" #include "skies.inc" // ====================================================================== #declare ctr = < -5.00, -5.00, 0.00 >; #declare camDir = < 29.00, 29.00, 12.00 >; camera { location ctr + 1.00*camDir right -1.00*x up 0.75*y sky z look_at ctr } // ====================================================================== // 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 * < +0.0, -0.0, +10.0 > // Posição da lâmpada. color rgb 0.8 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } // ====================================================================== // DESCRIÇÃO DA CENA background{ color rgb < 1, 1, 1 > } sky_sphere {S_Cloud3} #declare raio = 2.000; #declare tinta_Azul = texture { pigment { color rgb < 0.00, 0.00, 1.00 > } finish { diffuse 0.9 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_Amarela = texture { pigment {Yellow} finish { diffuse 0.9 specular 0.05 roughness 0.005 ambient 0.1 } } #declare espelho_1 = <0.6,0.6,0.6>; #declare tx_esp_1 = texture{ pigment{rgb espelho_1} finish{ ambient 0.05 diffuse 0.05 reflection espelho_1 specular 0.20 roughness 0.05 } } #declare cor_cristal = <0.60, 0.60, 0.90>; #declare tx_cristal = texture{ finish{ ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment {color cor_cristal filter 1} } #declare tinta_Vermelho = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.9 specular 0.5 roughness 0.005 ambient 0.1 } } #declare logo1 = text { ttf "arial.ttf" "FÓRMULA" 0.15,0 } #declare logo2 = text { ttf "arial.ttf" "ZERO" 0.15,0 } #declare pos1 = (1-clock)*<-6,0,6> + clock*<-3,0,6>; #declare pos2 = (1-clock)*<6,0,6> + clock*<-2.5,0,6>; #declare texto1 = object{ logo1 translate pos1 pigment {Red} } #declare chao = plane { <0, 0, 1>, 0 pigment {rgb <0,0.7,0>} } #declare texto2 = object{ logo2 translate pos2 pigment {Red} } #declare chao = plane { <0, 0, 1>, 0 pigment {rgb <0,0.7,0>} } #declare pano = box { <-9,-9,-0.01>, <9,9,0.01> texture {tinta_Amarela} } #declare baseprato = cylinder{ <0,0,0>, <0,0,1.10>, 7 texture {tinta_Azul} } #declare fundoprato = cylinder{ <0,0,0.3>, <0,0,1.15>, 6.7 texture {tinta_Azul} } #declare prato = difference{ object {baseprato} object {fundoprato} } #declare carro = box { <-6.5 , -0.5 , 0.3>, // Near lower left corner < -5.5, +0.5, 0.8> // Far upper right corner // texture {tinta_Amarela} pigment {Red} rotate 360*clock*z } #declare garfo = prism { linear_sweep linear_spline 0.5, // sweep the following shape from here ... 0.9, // ... up through here 13, // the number of points making up the shape ... <0,-3>,<-0.5,-3.5>,<-0.4,0>,<-1,0.1>,<-0.9,2>,<-0.45,0.6>,<0,2>,<0.45,0.6>,<0.9,2>,<1,0.1>,<0.4,0>,<0.5,-2.5>,<0,-3> texture {tx_esp_1} rotate 90*x translate (1-clock)*<0,0,4> + clock*<0,0,0> } #declare calice = lathe { linear_spline 4, <1.3,0>,<0.2,0.2>,<0.2,2.5>,<2.5,4> texture {tx_cristal} finish { ambient .3 phong .75 } rotate 90*x translate <-7,7,0.1> } // Aqui está a cena, finalmente: union{ object {chao} object {pano} object {prato} object {carro} // object{texto1} // object{texto2} object {calice} object {garfo} }