// 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 > } #include "textures.inc" #declare tx_plastico = texture{ pigment{ color rgb < 0.30, 0.95, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_blue = texture{ pigment{ color rgb < 0.30, 0.5, 0.90 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_yellow = texture{ pigment{ color rgb < 1, 1, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_black = texture{ pigment{ color rgb < 0, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_green = texture{ pigment{ color rgb < 0.30, 0.9, 0.20 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_marrom = texture{ pigment{ color rgb < 0.55, 0.15, 0.45 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_head = texture{ pigment{ color rgb < 0.90, 0.15, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.75, 0.25, 0.05 > } 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 // Partes da cena: #declare corpo = box { <0,0,0>, <2,1,4> texture{ tx_blue } } #declare corpo2 = box { <0,0,0>, <2,1,4> texture{ tx_head } } #declare braco = box { <0,0,0>, <-2,0.5,0.5> texture{ tx_head } } #declare perna = box { <0,0,0>, <0.5,0.5,-2> texture{ tx_yellow } } #declare head = sphere { <0,0,0>, 0.7 texture{ tx_head } } #declare boneco = union { object{head translate<1,0.5,4.6>} object{corpo translate <0,0,0>} object{braco translate <0,0.25,3>} object{braco translate <4,0.25,3>} object{perna translate <0.2,0.25,0>} object{perna translate <1.3,0.25,0>} } #declare boneco2 = union { object{head translate<1,0.5,4.6>} object{corpo2 translate <0,0,0>} object{braco translate <0,0.25,3>} object{braco translate <4,0.25,3>} object{perna translate <0.2,0.25,0>} object{perna translate <1.3,0.25,0>} } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare coluna = union { cylinder{ < -0.0, -0.00, 0.00 >, < +0.0, +0.00, +20.00 >, 2 texture{ Brushed_Aluminum } } cylinder{ < -0.0, -0.00, 20.00 >, < +0.0, +0.00, +22.00 >, 3 texture{ Aluminum } } } #declare cubo = box { <0,0,0>, <4,4,4> texture{ Copper_Texture } } #declare quadro = box { <-10,-1,13> <10,0,18> texture{ Gold_Texture } } #declare parede = box { <-20,-1,0> <20,0,20> texture{ tx_blue } } #declare texto1 = text{ttf "arial.ttf" "Monumento 1" .1, 0.0 } #declare texto2 = text{ttf "comic.ttf" "Coluna Romana" .1, 0.0 } #declare texto3 = text{ttf "comic.ttf" "PLACA DE OURO" .1, 0.0 } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(30.00) } object{ chao translate <0,0,0 > texture{ tx_xadrez } } object{texto1 rotate <90,0,90> translate<0,1,6> } object{cubo scale 2 translate <-8,0,0>} object{texto2 scale 2 rotate <0,90,90> translate<6,-1.1,18> texture{ Tinny_Brass }} object{coluna translate <5,-3,0>} object{parede translate<0,-20,0>} object{parede translate<0, 20,0>} object{parede rotate 90*z translate<20, 0,0>} object{texto3 scale 1.5 rotate <90,0,90> translate<-18, -5.5,15> texture{ tx_head }} object{parede rotate 90*z translate<-20, 0,0>} object{quadro rotate 90*z translate<-19, 0,0>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 40.0; #declare dir_camera = < 5.00, 5.00, 10 >; #declare dist_camera = 60.0; #declare intens_luz = 2.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)