// Last edited on 2003-12-14 20:19:44 by stolfi // Exemplo de arquivo de descricao de cena para POV-ray // ====================================================================== #include "colors.inc" #declare ctr = < 2.00, 0.00, 0.00 >; #declare camDir = (< 2.00, -12.00, 0.00 >) - (< 2.00, 0.00, 0.00 >); camera { location ctr + 1.00*camDir right -0.75*x up 0.75*z sky z look_at ctr } // ====================================================================== // FONTES DE LUZ light_source { 10 * < +30.0, +30.0, +30.0 > // 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 background{ color rgb < 1, 1, 1 > } #declare cor_cristal = <0.70, 0.70, 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 espelho_ouro = <0.8,0.7,0.50>; #declare tx_esp_ouro = texture{ pigment{rgb espelho_ouro} finish{ ambient 0.05 diffuse 0.05 reflection espelho_ouro specular 0.20 roughness 0.05 } } #declare l= difference{ box{ <0,0.5,0>, <1.5,-0.5,2> } box{ <0.3,0.6,0.3>, <1.6,-0.6,2.1> } texture {tx_cristal} } #declare i= union{ cylinder{ <2,0,0>, <2,0,2> 0.3 texture {tx_esp_ouro} } sphere{ <2,0,2.5>, 0.3 texture {tx_esp_ouro} } } #declare ve= cone{ <3.5, 0, 0>, 0 // Center and radius of one end <3.5, 0, 2>, 1.0 // Center and radius of other end texture {tx_cristal} } #declare boca= difference { cylinder{ <2.3,-0.5,0>, <2.3,0.5,0>, 3 pigment{Red} } union{ cylinder{ <2.3,-0.6,0>, <2.3,0.6,0>, 2.7 } box{ <-1,0.6,0>, <6,-0.6,4> } pigment{Red} } translate <-0.25,0,0> } union{ object{l} object{i} object{ve} object{boca} }