// 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 < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_vermelho = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_cinza = texture{ pigment{ color rgb < 0.80, 0.80, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_amarelo = texture{ pigment{ color rgb < 0.80, 0.80, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 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 bolinha = sphere{ < 0,0,0 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } */ #declare aerofolio = intersection{ difference { cylinder{<-1,-1.25,0>, <1,-1.25,0> 1.5 texture{tx_vermelho}} cylinder{<-2,-1.25,.5>, <2,-1.25,.5> 1} } box{<3,-1.25,0>,<-3,1.25,1.5>} } #declare carroceria = difference{ sphere{<0,0,0>, 2 texture{tx_vermelho}} //carroceria box{<-3,-3,0>, <3,3,-1>} //metade de baixo sai cylinder{<1,1,0>, <2,1,0> 0.75} //espaco dianteira direita cylinder{<1,-1,0>, <2,-1,0> 1} // espaco traseira direita cylinder{<-1,1,0>, <-2,1,0> 0.75} //espaco dianteira esquerda cylinder{<-1,-1,0>, <-2,-1,0> 1} // espaco traseira esquerda } #declare roda_pequena = cylinder{<-.25,0,0>, <.25,0,0>, .65 texture{tx_cinza}} #declare roda_grande = union{ cylinder{<-.5,0,0>, <.5,0,0>, .9 texture{tx_cinza}} cone{<0.5,0,0> .2, <0.7,0,0>, 0 texture{tx_amarelo}} } #declare carro = union{ object{carroceria} object{roda_pequena translate<1.5,1,0>} object{roda_pequena translate<-1.5,1,0>} object{roda_grande translate<1.5,-1,0>} object{ object{roda_grande rotate 180*z} translate<-1.5,-1,0> } object{ object{aerofolio rotate 35*x} translate <0,-.75,1> } } #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{ carro } //object{aerofolio} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < -14.00, -7.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)