// Last edited on 2003-12-14 20:19:58 by stolfi // Exemplo de arquivo de descricao de cena para POV-ray #include "colors.inc" // ====================================================================== #declare ctr = < 0.00, 0.00, 0.00 >; #declare camDir = < 0.00, 10.00, 30.00 >; camera { location ctr + 1.00*camDir right -0.65*x up 0.65*y sky y 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 * < +50.0, 20.0, +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 < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare cor_cristal = <0.90, 0.0, 0.0>; #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 cor_cristal2 = <0.50, 0.60, 0.80>; #declare tx_cristal2= texture{ finish{ ambient 0.1 diffuse 0.1 reflection 0.25 specular 1 roughness 0.001 } pigment { color cor_cristal2 filter 1} } #declare cor_espelho = <1.00, 0.80, 0.10>; #declare tx_espelho = texture{ pigment{ rgb cor_espelho } finish{ ambient 0.05 diffuse 0.05 reflection cor_espelho specular 0.20 roughness 0.05 } } #declare cor_espelho2 = <0.10, 0.80, 1.00>; #declare tx_espelho2 = texture{ pigment{ rgb cor_espelho2 } finish{ ambient 0.05 diffuse 0.05 reflection cor_espelho2 specular 0.20 roughness 0.05 } } #declare cor_espelho3 = <1.0, 1.0, 1.00>; #declare tx_espelho3 = texture{ pigment{ rgb cor_espelho3 } finish{ ambient 0.05 diffuse 0.05 reflection cor_espelho2 specular 0.20 roughness 0.05 } } #declare tinta_A = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } 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 vermelho = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare verde = texture { pigment { color rgb < 0.00, 1.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare olho = union{ sphere { < 0, 0.00, 0>, 3.0 texture { tx_cristal2 } } sphere { <0,0,0>, 3.0 texture { tx_espelho} scale <0.3,1, 0.5> rotate -30*z } } #declare junta = intersection{ box { <-0.5,-0.5,0.5> <0.5,0.5,-0.5> } sphere { <0,0,0>, 0.6 } } #declare parte = union{ object { junta } object { junta translate <0,5,0> } intersection{ box { <-0.5,0,0.5> <0.5,5,-0.5> } cylinder { <0,0,0> <0,5,0>, 0.6 } }//inter }//union #declare lv = union{ union{ object { parte } object {parte scale <1,0.8,1> rotate -90*z } texture {tx_cristal} scale <1.60, 1.5, 1.2> } union{ object { parte scale <1,0.8,1> } object {parte scale <1,0.8,1> rotate -90*z } texture { tx_espelho3 } scale <1.55, 1.45, 1.15> } translate <-4,-4,0> } union{ object {olho} object {lv} rotate 30*z } box { <0,0,0> <20, 0.1, 20> pigment { checker color Black, color White } translate <-10, -9, -15> }