// TP01 // Daniel Camillo Collier Farias RA:059878 // ====================================================================== // 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_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 body = cone{<0,0,0>, 1, <0,0,3>, 0} #declare caixa= box{<-2,-1.3,0> <2,+1.3,+2> } #declare incaixa= box{<-1.9,-1.2,0.1> <1.9,1.2,+2.1>} #declare head= sphere { <0,0,3> 0.7 } #declare hand= sphere { <0,0,0> 0.4 } #declare armpart = cylinder {<0,0,0>, <0,1.2,0>, 0.2} #include "eixos.inc" // Aqui está a cena, finalmente: union{ union { object{ head } object{ body } union { object{ armpart translate <0,0.6,1.6> } union { object{ hand translate <0,1.2,0>} object{ armpart } rotate 40*x translate <0,1.9,1.6> } } union { object{ armpart translate <0,0.6,1.6> } union { object{ hand translate <0,1.2,0>} object{ armpart } rotate 40*x translate <0,1.9,1.6> } rotate 180*z } rotate 10*y rotate 5*x translate <0,0,1.9> texture {tx_plastico } } difference { object { caixa texture {tx_fosca}} object { incaixa texture {tx_fosca}} } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 14.00, 7.00, 6.00 >; #declare dist_camera = 100.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)