// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 1.00, 1.00, 0.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_roda = texture{ pigment{ color rgb < 0.40, 0.4, 0.40 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 0.00, 0.0, 0.80 > } finish{ diffuse 0.2 reflection 0.7 ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.0, 0.55, 0.00 > filter 0.70 } finish{ diffuse 0.3 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare bolaroda = sphere{ < 0.2,0,-0.2 >, 0.2 } #declare bolacorpo = sphere{ < 0.7,0,1.0 >, 0.5 } #declare base = cylinder{ < 0.0, 0.00, 0.50 >, < 1.40, 0.00, 0.50 >, 0.50 texture{ tx_fosca } } #declare conetaxi = cone{ < 0.70, 0.00, 1.40 >, 0.2, < 0.70, 0.00, 1.6 >, 0.1 texture{ tx_fosca } } #declare farol = cone{ < 1.40, 0.00, 0.5 >, 0.1, < 1.60, 0.00, 0.5 >, 0.2 texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{ bolaroda translate < 0.0,-0.22,0.05 > texture{ tx_roda } } object{ bolaroda translate < 1.0,-0.22,0.05 > texture{ tx_roda } } object{ bolaroda translate < 1.0,0.22,0.05 > texture{ tx_roda } } object{ bolaroda translate < 0.0,0.22,0.05 > texture{ tx_roda } } object { farol texture{ tx_plastico } } object{ base texture{ tx_fosca }} } difference{ object{ bolacorpo texture{ tx_espelho } } object{ base } } difference{ object{ conetaxi texture{ tx_vidro } } object{ bolacorpo } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 4.0; #declare dir_camera = < 4.00, 4.00, 0.00 >; #declare dist_camera = 4.0; #declare intens_luz = 0.93; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)