// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2003-09-04 15:25:26 by stolfi // ====================================================================== // CÂMERA camera { location < 8.00, 0.00, -10.00 > // Posição do observador. right -1.75*x // Largura RELATIVA da imagem. up 2.00*y // Altura RELATIVA da imagem. sky x // Qual direção é "para cima"? look_at < 0.00, 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; #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, 0.10, 0.10 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare suporte = difference { box { <-0.1,-2.00,-2.00>,<0.1,2.00,2.00> texture{tinta_A}} cylinder { <-1.00,0.00,0.00>,<1.00,0.00,0.00>,1.5 texture {tinta_A}} } #declare xicara = difference { cone{<-1.5,0.0,0.0>, 1.0, <1.00, 0.00,0.00>, 1.5 texture{vermelho}} sphere {<1.00,0.00,0.00>,1.4 texture{vermelho}} } #declare caixa = box { //<-0.1,6.00,-2.00>,<1.00,10.00,2.00> texture{tinta_B} <0.0,0.0,0.0>,<1.00,4.0,4.0> texture{tinta_B} translate <-0.1,6.0,-2.0> } #declare eixo = cylinder { <1.00,8.00,0.00>,<3.00,8.00,0.00>,0.3 texture{tinta_A} } #declare roda = intersection { cylinder {<3.00,8.00,0.00>, <3.5,8.00,0.00>, 1.5 texture{tinta_B}} sphere{<3.00,8.00,0.00>,1.0 texture{tinta_A}} } #declare braco = union { cylinder {<3.3,7.0,0.0>, <3.3,0.0,0.0>, 0.2 texture{tinta_A}} cylinder {<3.3,0.2,0.0>, <0.3,0.2,0.0>, 0.2 texture{tinta_A}} } #declare objeto = union { object { suporte } object { xicara } object { caixa } object { braco } object { eixo } object { roda } translate <0.0,-3.0,0.0> } // Aqui está a cena, finalmente: union { object { objeto } }