// 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_plastico = texture{ pigment{ color rgb < 0.60, 0.52, 0.25 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_plastico2 = texture{ pigment{ color rgb < 0.80, 0.52, 0.25 > } 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_xadrez2 = texture{ pigment{ checker color rgb < 0.60, 0.32, 0.10 >, 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 chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare tronco = cylinder{ <0,0,0>, <0,0,5>, 0.8 } #declare galho = union{ cylinder{ <0,0,0>, <0,0,4>, 0.3 } box { <0,0,0>, <0.6,0.1,1> pigment{color rgb <0,0.7,0> } translate<-0.3,-0.05,4> } } #declare folhas = sphere{ <0,0,0>, 2 } #include "eixos.inc" // Aqui está a cena, finalmente: #macro galhos(n,altura,altura2) #if (n = 0) union{ //object{ galho } } #else union{ object { galho scale rotate<0,-31*n,0> translate<-sin(-31*n)*1.5,0,altura> } #local altura_nova= altura-cos(-31*n)*1.5; object { galho scale rotate<0,31*n,0> translate<-sin(31*n)*1.5,0,altura> } //object { galho scale rotate<0,pow(0.80,n)*100,0> translate } #local altura_nova2= altura2-cos(31*n)*1.5; object { galhos(n-1,altura_nova,altura_nova2) } } #end #end union{ object{ chao translate < 0,0,0 > texture{tx_plastico} } object{ tronco texture{tx_plastico2} } object{ galhos(4,4,3) texture{tx_plastico2} } object{ folhas pigment{ color rgb < 0.00, 0.85, 0.00 > } translate <0,0,6.5>} object{ eixos(4) } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = < 10.00, 9.00, 6.0 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)