// 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, 0.30, 0.20 > } 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 r_t = 0.55; #macro moeda(bx,by,bz) cylinder { , 0.4 texture{tx_fosca} } #end #declare l_galho = 2; #macro galho(bx,by,bz,r_i,r_f) cone { , r_i , r_f } #end #macro arvore(n,bx,by,bz,r) #declare aor = 45; #if (n = 0) union { union { object{ galho(bx,by,bz,r,0) translate <0,-by,-bz> rotate translate <0,by,bz> } object{ moeda(bx,by,bz+l_galho) translate <0,-by,-bz> rotate translate <0,by,bz> } } union{ object{ galho(bx,by,bz,r,0) translate <0,-by,-bz> rotate <-aor,0,0> translate <0,by,bz> } object{ moeda(bx,by,bz+l_galho) translate <0,-by,-bz> rotate <-aor,0,0> translate <0,by,bz> } } } #else #declare raor = sin((180*aor)/pi); #declare raor2 = cos((180*aor)/pi); #declare ny = l_galho*raor2; #declare rf = r; union{ object{ galho(bx,by,bz,r,r-0.12) translate <0,-by,-bz> rotate translate <0,by,bz> } object{ galho(bx,by,bz,r,r-0.12) translate <0,-by,-bz> rotate <-aor,0,0> translate <0,by,bz> } union { object{arvore(n-1,bx,by+ny+2.75,(bz)+l_galho*raor-0.15, r-0.12) } } union { object{arvore(n-1,bx,by-ny-2.75,(bz)+l_galho*raor-0.15, r-0.12)} } } #end #end #declare tronco = cone { <0,0,-8>,r_t+0.34 <0,0,-4>, r_t } // DESCRIÇÃO DA CENA // Partes da cena: union { object{tronco texture{tx_plastico}} object{arvore(2,0,0,-4,r_t) texture{tx_plastico}} } #include "eixos.inc" // Aqui está a cena, finalmente: #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 20; #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)