// Exemplo de arquivo de descricao de cena para POV-ray #include "metals.inc" //camera { // location <10.00, 5.00, 30.00> // Posição do observador. // right -0.75*x // Largura RELATIVA da imagem. // up 1.00*y // sky y // Qual direção é "para cima"? // look_at < 10.00, 5.00, 0.00 > // Para onde a câmera está apontando. //} #declare bz_name = "Boh" #include "colors.inc" #declare tinta_cinza = texture { pigment { Gray75 } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_vermelha = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } // ====================================================================== // DESCRIÇÃO DA CENA //background { White } //background{ color rgb < 0.75, 0.80, 0.85 > } #declare A11 = <0,0, 0>; #declare A12 = <0,1.0, 1.0>; #declare A13 = <0,0.5, 1.5>; #declare A14 = <0,0,2.5>; #declare A21 = <2,0, 0>; #declare A22 = <2,1.0, 1.0>; #declare A23 = <2,0.5, 1.5>; #declare A24 = <2,0,2.5>; #declare A31 = <4,0,0>; #declare A32 = <4,1.0,1.0>; #declare A33 = <4,0.5,1.5>; #declare A34 = <4,0,2.5>; #declare A41 = <6,0,0>; #declare A42 = <6,1.0,1.0>; #declare A43 = <6,0.5,1.5>; #declare A44 = <6,0,2.5>; #declare B11 = A11; #declare B12 = <0,-1,1>; #declare B13 = <0,-0.5,1.5>; #declare B14 = <0,0,2.5>; #declare B21 = A12; #declare B22 = <2,-1,1>; #declare B23 = <2,-0.5,1.5>; #declare B24 = <2,0,2.5>; #declare B31 = A31; #declare B32 = <4,-1,1.0>; #declare B33 = <4,-0.5,1.5>; #declare B34 = <4,0,2.5>; #declare B41 = A41; #declare B42 = <6,-1,1>; #declare B43 = <6,-0.5,1.5>; #declare B44 = <6,0,2.5>; #declare C11 = <0,0, 0>; #declare C12 = <0,1.0, 1.0>; #declare C13 = <0,0.5, 1.5>; #declare C14 = <0,0,2.5>; #declare C21 = <-2,0, 0>; #declare C22 = <-2,1.0, 1.0>; #declare C23 = <-2,0.5, 1.5>; #declare C24 = <-2,0,2.5>; #declare C31 = <-4,0,0>; #declare C32 = <-4,1.0,1.0>; #declare C33 = <-4,0.5,1.5>; #declare C34 = <-4,0,2.5>; #declare C41 = <-6,0,0>; #declare C42 = <-6,1.0,1.0>; #declare C43 = <-6,0.5,1.5>; #declare C44 = <-6,0,2.5>; #declare D11 = C11; #declare D12 = <0,-1,1>; #declare D13 = <0,-0.5,1.5>; #declare D14 = <0,0,2.5>; #declare D21 = C12; #declare D22 = <-2,-1,1>; #declare D23 = <-2,-0.5,1.5>; #declare D24 = <-2,0,2.5>; #declare D31 = C31; #declare D32 = <-4,-1,1.0>; #declare D33 = <-4,-0.5,1.5>; #declare D34 = <-4,0,2.5>; #declare D41 = C41; #declare D42 = <-6,-1,1>; #declare D43 = <-6,-0.5,1.5>; #declare D44 = <-6,0,2.5>; #declare E11 = C14; #declare E12 = <12,8,0>; #declare E13 = <14,10,0>; #declare E14 = <17,13,0>; #declare E21 = C24; #declare E22 = <12.1,4,2.5>; #declare E23 = <14.2,6,2.5>; #declare E24 = <17.3,10,0>; #declare E31 = C34; #declare E32 = <12.1,-4,2.5>; #declare E33 = <14.2,-6,2.5>; #declare E34 = <17.3,-10,0>; #declare E41 = C44; #declare E42 = <12,-8,0>; #declare E43 = <14,-10,0>; #declare E44 = <17,-13,0>; #declare F11 = C14; #declare F12 = <12,8,0>; #declare F13 = <14,10,0>; #declare F14 = <17,13,0>; #declare F21 = C24; #declare F22 = <12.1,4,-2.5>; #declare F23 = <14.2,6,-2.5>; #declare F24 = <17.3,10,0>; #declare F31 = C34; #declare F32 = <12.1,-4,-2.5>; #declare F33 = <14.2,-6,-2.5>; #declare F34 = <17.3,-10,0>; #declare F41 = C44; #declare F42 = <12,-8,0>; #declare F43 = <14,-10,0>; #declare F44 = <17,-13,0>; #declare bz_scale = 0.25; #include "bz-things.inc" #declare retalhoA = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 A11, A12, A13, A14 A21, A22, A23, A24 A31, A32, A33, A34 A41, A42, A43, A44 texture { bz_tx_A } } object{ bz_grid_A } } #declare retalhoB = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 texture { bz_tx_B } } object{ bz_grid_B } } #declare retalhoC = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 texture { bz_tx_C } } object{ bz_grid_C } } #declare retalhoD = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 D11, D12, D13, D14 D21, D22, D23, D24 D31, D32, D33, D34 D41, D42, D43, D44 texture { bz_tx_D } } object{ bz_grid_D } } // Aqui está a cena: #declare scene = union{ union { object { retalhoA } object { retalhoB } object { retalhoC } object { retalhoD } translate <0,-1.5,-0.5> rotate -20*y } cylinder { <0,-2,0>,<-2,-2,8> 0.6 texture {T_Brass_5E} } //object{ bz_axes } } object{ bz_checker_bg } object{ scene translate bz_rite_pos } //object{ scene rotate -90*y translate bz_left_pos }