// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // CORES E TEXTURAS #include "textures.inc" 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 } #declare tx_marrom = texture{ pigment{ color rgb < 0.92, 0.51, 0.23 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_verde = //35,142,35 texture{ pigment{ color rgb < 0.35, 1.42, 0.35 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_verde_escuro = //47,79,47 texture{ pigment{ color rgb < 0.47,0.79, 0.47 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; #declare raioPequeno = 1.000; // Partes da cena: #declare tronco = cone{ <0, 0, 0>, 1.2 <0, 0, 5>, 1 } #declare galho = cylinder{ <0, 0, 0>, <0, 0, 3>, 0.5 } #declare subgalho = cylinder{ <0, 0, 0>, <0, 0, 1>, 0.25 } #declare dinheiro = box{ <0,0,0>, <0,6,3.25> } #declare moeda = cylinder{ <0, 0, 0>, <0, 0, 0.15>, 0.8 texture { Chrome_Metal } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: #macro arvore (n,a,b,c) #if (n = 0) union{ object{ tronco texture{ tx_marrom } } object{ dinheiro rotate 10 *y translate < 0,0,5 > texture{ tx_verde } } object{ dinheiro rotate 10 *x translate < 0,0,2.5 > texture{ tx_verde } } object{ dinheiro rotate -10 *y translate < 0,0,0 > texture{ tx_verde } } object{ dinheiro rotate 10 *x translate < 0,-5.1,5 > texture{ tx_verde } } object{ dinheiro rotate -10 *y translate < 0,-5.1,2.5 > texture{ tx_verde } } object{ dinheiro translate < 0,-5.1,0 > texture{ tx_verde } } } #else union{ object{ eixos(3.00) } object{ tronco texture{ tx_marrom } } object{ moeda rotate 90 *y translate < 0,0,5+0.8 > } object{ arvore(n-1,a,b,c) scale < a,b,c > rotate 60 *y translate < 1,0,4 > texture{ tx_marrom } } object{ arvore(n-1,a,b,c) scale < a,b,c > rotate -40 *y translate < -1,0,4 > texture{ tx_marrom } } } #end #end object{ arvore(3 ,0.41, 0.41, 0.4) translate < 0,0,0 > texture{ tx_plastico } } object{ chao translate < 0,0,-5 > texture{ tx_verde_escuro } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 2.00 >; #declare raio_cena = 15.0; #declare dir_camera = < 2.00, 5.00, 3.00 >; #declare dist_camera = 7.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)