// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2003-09-04 15:25:26 by stolfi // ====================================================================== // CÂMERA camera { location < -20.00, 20.00, 20.00 > // Posição do observador. right -0.75*x // Largura RELATIVA da imagem. up 1.00*y // Altura RELATIVA da imagem. sky y // Qual direção é "para cima"? look_at < -2.00, 0.00, 0.00 > // Para onde a câmera está apontando. } // Nota: os parâmetros "right" e "up" devem ter a mesma proporção // que os parâmetros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // 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, -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 < 0.75, 0.80, 0.85 > } #declare raio = 2.000; plane { y, -2 texture { pigment { checker color rgb < 0.20, 0.20, 0.30 >, color rgb < 0.30, 0.20, 0.30 > } finish { ambient 0.1 diffuse 0.9 } scale 0.5 } } #declare bz_name = "Asas"; #declare bz_scale = 0.4; // PARTE 1 #declare A11 = <0,0,0>; #declare A12 = <3,0,0.25>; #declare A13 = <6,0,0.5>; #declare A14 = <9,0,0.75>; #declare A21 = <0,10,1.0>; #declare A22 = <5,10,0.75>; #declare A23 = <10,10,0.5>; #declare A24 = <15,10,0.25>; #declare A31 = <0,0,0>; #declare A32 = <5,0,0.25>; #declare A33 = <10,0,0.5>; #declare A34 = <15,0,0.75>; #declare A41 = <0,0,1.0>; #declare A42 = <3,0,0.75>; #declare A43 = <6,0,0.5>; #declare A44 = <9,0,0.25>; // PARTE 2 #declare B11 = <0,0,0>; #declare B12 = <3,0,0.25>; #declare B13 = <6,0,0.5>; #declare B14 = <9,0,0.75>; #declare B21 = <0,-10,1.0>; #declare B22 = <5,-10,0.75>; #declare B23 = <10,-10,0.5>; #declare B24 = <15,-10,0.25>; #declare B31 = <0,0,0>; #declare B32 = <5,0,0.25>; #declare B33 = <10,0,0.5>; #declare B34 = <15,0,0.75>; #declare B41 = <0,0,1.0>; #declare B42 = <3,0,0.75>; #declare B43 = <6,0,0.5>; #declare B44 = <9,0,0.25>; // PARTE 3 #declare C11 = <0,0,0>; #declare C12 = <-3,0,0.25>; #declare C13 = <-6,0,0.5>; #declare C14 = <-9,0,0.75>; #declare C21 = <0,-10,1.0>; #declare C22 = <-5,-10,0.75>; #declare C23 = <-10,-10,0.5>; #declare C24 = <-15,-10,0.25>; #declare C31 = <0,0,0>; #declare C32 = <-5,0,0.25>; #declare C33 = <-10,0,0.5>; #declare C34 = <-15,0,0.75>; #declare C41 = <0,0,1.0>; #declare C42 = <-3,0,0.75>; #declare C43 = <-6,0,0.5>; #declare C44 = <-9,0,0.25>; // PARTE 4 #declare D11 = <0,0,0>; #declare D12 = <-3,0,0.25>; #declare D13 = <-6,0,0.5>; #declare D14 = <-9,0,0.75>; #declare D21 = <0,10,1.0>; #declare D22 = <-5,10,0.75>; #declare D23 = <-10,10,0.5>; #declare D24 = <-15,10,0.25>; #declare D31 = <0,0,0>; #declare D32 = <-5,0,0.25>; #declare D33 = <-10,0,0.5>; #declare D34 = <-15,0,0.75>; #declare D41 = <0,0,1.0>; #declare D42 = <-3,0,0.75>; #declare D43 = <-6,0,0.5>; #declare D44 = <-9,0,0.25>; //#include "bz_things.inc" #declare Asa1 = union{ bicubic_patch { type 0 flatness 0 u_steps 4 v_steps 4 A11,A12,A13,A14, A21,A22,A23,A24, A31,A32,A33,A34, A41,A42,A43,A44 pigment { color rgb <0.6,0.3,0.7> } } // object { Asa1 } } #declare Asa2 = union{ bicubic_patch { type 0 flatness 0 u_steps 4 v_steps 4 B11,B12,B13,B14, B21,B22,B23,B24, B31,B32,B33,B34, B41,B42,B43,B44 pigment { color rgb <0.7,0.4,0.2> } } // object { Asa1 } } #declare Asa3 = union{ bicubic_patch { type 0 flatness 0 u_steps 4 v_steps 4 C11,C12,C13,C14, C21,C22,C23,C24, C31,C32,C33,C34, C41,C42,C43,C44 pigment { color rgb <0.5,0.6,0.4> } } // object { Asa1 } } #declare Asa4 = union{ bicubic_patch { type 0 flatness 0 u_steps 4 v_steps 4 D11,D12,D13,D14, D21,D22,D23,D24, D31,D32,D33,D34, D41,D42,D43,D44 pigment { color rgb <0.3,0.4,0.7> } } // object { Asa1 } } // Aqui está a cena, finalmente: union{ object{Asa1} object{Asa2} object{Asa3} object{Asa4} }