// ====================================================================== // 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_vermelha = texture{ pigment{ color rgb < 1.00, 0, 0 > } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture{ pigment{ color rgb < 0, 1, 0 > } } #declare tx_azul = texture{ pigment{ color rgb < 0, 0, 1.00 > } } #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 caixa = box{ < 0,0,0 >, <1,1,1> texture{ tx_plastico } } #declare base1 = box{ < -0.25, 1.5, 1.75 >, < 0.25, 1, 2.25 > texture{ tx_verde } } #declare base2 = box{ < -0.25, -1.5, 1.75 >, < 0.25, -1, 2.25 > texture{ tx_verde } } #declare bola = sphere{ < 0,-1.25, 2.5 >, 0.25 texture{ tx_azul } } #declare bola2 = sphere{ < 0, 1.25, 2.5 >, 0.25 texture{ tx_azul } } #declare cilindro = cylinder{ < 0.00, -1.00, 2.00 >, < 0.00, 1.00, 2.00 >, 0.25 texture{ tx_fosca } } #declare cilindro2 = cylinder{ < -0.2, -0.2, 0>, < -0.2, -0.2, 2>, 0.40 } #declare apoio = cone { <-0.175,-0.175, 1 >, 0.25 <-0.175,-0.175, 1.75 >, 0 texture{ tx_vermelha } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ cilindro } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{ base1 } object{ base2 } object{ bola } object{ bola2 } object{ apoio } difference { object{ caixa translate < -0.75,-0.75,0 > } object{ cilindro2 } } } #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)