// Last edited on 2003-12-09 01:37:26 by stolfi //------------------ ATENCAO ------------------------------// // Serao exibidas no maximo 10 barras verticais devido // // a limitacoes do proprio Prolog quando trata de leitura // // de arquivos. // //---------------------------------------------------------// #include "colors.inc" #include "metals.inc" #include "golds.inc" #include "stones1.inc" #include "textures.inc" //background{ color rgb < 0.8,0.9,1.5 > } background{ color rgbf < 0.9,0.9,0.8,1 > } //background{ color rgb < 1,1,1 > } //background {color MediumBlue } //definicao da camera #declare ctr = < 0.00, 2.00, 0.00 >; #declare camDir = < 1, 0, 10 >; camera { location ctr + 1.00*camDir right -0.80*x up 0.60*y sky y look_at ctr } // ====================================================================== // FONTES DE LUZ light_source { 20*< 0.0, 20.0, 0.0 > // Posição da lâmpada. color rgb 2.5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } //light_source { // < 5.0, 0.0, 0.0 > // Posição da lâmpada. //color rgb 2.5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //} //light_source { //10 * < 0.0, 1.0, 0.0 > // Posição da lâmpada. //color rgb 2.5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //} // ====================================================================== // DESCRIÇÃO DA CENA #declare cor_cristal = < 0.8,0.9,1.5>; #declare cristal = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_cristal filter 1} } #declare cor_cristal2 = < 1,1,0>; #declare cristal2 = texture { finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_cristal2 filter 1} } #declare prata = material { texture { pigment { Silver } finish { ambient 0.05 diffuse 0.05 reflection Silver metallic specular 0.5 roughness 0.001 } } } #declare prata_escura = material { texture { pigment { rgb 0.1 } finish { ambient 0.05 diffuse 0.05 reflection rgb 0.1 metallic specular 0.5 roughness 0.001 } } } #declare ouro = material { texture { pigment { BrightGold } finish { ambient 0.05 diffuse 0.05 reflection BrightGold metallic specular 0.5 roughness 0.001 } } } #declare cristal_azul_luz = material { texture { pigment { rgbf <0.1, 0.1, 0.9, 1> } finish { ambient 4.8 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } } interior {ior 1.1} } #declare cristal_azul = material { texture { pigment { rgbf <0.1, 0.1, 0.9, 1> } finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } } interior {ior 1.1} } #declare cristal_amarelo = material { texture { pigment { rgbf <0.9, 0.9, 0.1, 1> } finish { ambient 0.1 diffuse 0.1 reflection rgbf <0.9, 0.9, 0.1, 1> specular 1 roughness 0.001 } } interior {ior 1.1} } #declare cristal_vermelho = material { texture { pigment { rgbf <0.65,0.1,0.1,1> } finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } } interior {ior 1.1} } #declare cristal_verde = material { texture { pigment { rgbf <0.1, 1, 0.1, 1> } finish { ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } } interior {ior 1.1} } // OBJETOS /// #declare chao = plane { y, 0 pigment { MediumBlue} } #declare eixoY = cylinder { <-1.5,-0.07,1>, <-1.5,4.5,1>, 0.07 material {prata_escura} } #declare eixoX = cylinder { <-1.5,-0.07,1>, <2.3,-0.07,1>, 0.07 material {prata_escura} } #declare pontaY= cone { <-1.5, 4.5, 1>, 0.07 <-1.5, 4.7, 1>,0.02 material {prata_escura} } #declare pontaX= cone { <2.3, -0.07, 1>, 0.07 <2.5, -0.07, 1>,0.02 material {prata_escura} } // Aqui está a cena, finalmente: object {eixoY} object {eixoX} object {pontaY} object {pontaX} //object {chao} #include "dados.inc"