// 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_preto = texture{ pigment{ color rgb < 0.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_rosa = texture{ pigment{ color rgb < 1, 0.4, 0.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_vermelho = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_pele = texture{ pigment{ color rgb < 1, 0.72, 0.51 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture{ pigment{ color rgb < 0.49, 0.99 , 0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_escada = texture{ pigment{ color rgb < .5,.6,.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_branco = texture{ pigment{ color rgb < 1, 1, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_azul = texture{ pigment{ color rgb < 0, 0, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_amarelo = texture{ pigment{ color rgb <1,1,0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 0.20, 0.67, 0.20 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #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_spfc = texture{ pigment{ image_map{ jpeg "bandeira.jpg" } } finish{ diffuse 0.9 ambient 0.2 } } #declare tx_bandeira = texture{ uv_mapping pigment{ image_map{ gif "spfc.gif" } } finish{ diffuse 0.9 ambient 0.6 } } //====================================================================== // MACROS // ====================================================================== // DESCRIÇÃO DA CENA #include "eixos.inc" // MONTAGEM DA CENA #local A11 = <0,0,7>; #local A12 = <0,3,7>; #local A13 = <0,5,0>; #local A14 = <0,0,0>; #local A21 = <5,0,7>; #local A22 = <5,3,7>; #local A23 = <5,5,0>; #local A24 = <5,0,0>; #local A31 = <10,0,7>; #local A32 = <10,3,7>; #local A33 = <10,5,0>; #local A34 = <10,0,0>; #local A41 = <15,0,7>; #local A42 = <15,3,7>; #local A43 = <15,5,0>; #local A44 = <15,0,0>; #local B11 = <-6,0,6>; #local B12 = <-6,2,6>; #local B13 = <-6,2,4>; #local B14 = <-6,0,4>; #local B21 = <-4,0,6>; #local B22 = <-4,3.5,6>; #local B23 = <-4,3.5,3>; #local B24 = <-4,0,3>; #local B31 = <-2,0,7>; #local B32 = <-2,3,7>; #local B33 = <-2,5,0>; #local B34 = <-2,0,0>; #local B41 = <0,0,7>; #local B42 = <0,3,7>; #local B43 = <0,5,0>; #local B44 = <0,0,0>; #local C11 = <15,0,7>; #local C12 = <15,3,7>; #local C13 = <15,5,0>; #local C14 = <15,0,0>; #local C21 = <18,0,7>; #local C22 = <18,3,7>; #local C23 = <18,5,0>; #local C24 = <18,0,0>; #local C31 = <23,0,5>; #local C32 = <23,2,5>; #local C33 = <23,2,2>; #local C34 = <23,0,2>; #local C41 = <23,0,3.5>; #local C42 = <23,0,3.5>; #local C43 = <23,0,3.5>; #local C44 = <23,0,3.5>; // ====================================================================== // OBJETOS #include "retalho.inc" #declare corpo= object{ retalho(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44,0.0001,tx_verde,tx_amarelo) } #declare traseira= object{ retalho(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44,0.0001,tx_verde,tx_amarelo) } #declare frente= object{ retalho(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44,0.0001,tx_verde,tx_amarelo) } #declare estrutura_aviao= union{ object{frente} object{frente scale <1,-1,1>} object{traseira } object{traseira scale -1*y} object{corpo} object{corpo scale -1*y} } #declare asa = intersection{ sphere{<0,0,0>,10} box{<2,0,0.5>,<12,12,-0.5>} translate <-2,0,0> scale <0.8,-2,1> texture{tx_amarelo} } union{ object { estrutura_aviao } object { asa translate <4,-2,3.5> } object { asa translate <4,-2,3.5> scale <1,-1,1> } object { asa scale <0.3,0.3,0.3> translate <-5.7,-1,5.5>} object { asa scale <0.3,0.3,0.3> translate <-5.7,-1,5.5> scale <1,-1,1> } object { asa scale <0.3,0.3,0.3> rotate -90*x translate <-5.7,0,6> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 40.0; #declare dir_camera = <30,5,10>; #declare dist_camera = 40.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)