// 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 < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.2 roughness 0.005 } } #declare tx_verde = texture{ pigment{ color rgb < 0.48, 0.99, 0.00 > } }; #declare tx_cinza_escuro = texture{ pigment{ color rgb < 0.2, 0.2, 0.2 > } }; #declare tx_vermelho = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } } #declare tx_marrom = texture{ pigment{ color rgb < 0.92, 0.64, 0.51 > } }; #declare tx_branco = texture{ pigment{ color rgb < 1, 1, 1 > } }; #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 0.2*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.90, 0.90, 0.90 > 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 // Partes da cena: #declare cone_branco = cone{ <0, 0, 0>, 0.8, <0, 0, 1.5>, 0 texture{ tx_branco } } #declare esfera_branca = sphere{ < 0,0,0 >, 1 texture{ tx_branco } } #declare caixa = box{ <+5,+5,+3>, <-5,-5,-3> texture { tx_branco } } #macro cabeca () union{ //cabeca object{ esfera_branca scale <3, 3, 3> } //bochecha E object{ esfera_branca scale <1.4, 1.4, 1.4> translate <2, 0.7, 0.2> } //bochecha D object{ esfera_branca scale <1.4, 1.4, 1.4> translate <2, -0.7, 0.2> } //olho E union { object{ esfera_branca scale <1.2, 1.2, 1.5> translate <1.6, 0.5, 0.8> } object{ esfera_branca scale <0.5, 0.5, 0.5> translate <2.2, 0.65, 1.5> texture{ tx_verde }} } //olho D union { object{ esfera_branca scale <1.2, 1.2, 1.5> translate <1.6, -0.5, 0.8> } object{ esfera_branca scale <0.5, 0.5, 0.5> translate <2.2, -0.65, 1.5> texture{ tx_verde }} } //orelha E difference { object { cone_branco } object { cone_branco translate <0.5, 0, 0> } translate < 0, 0, 2.8> rotate 35 *x } //orelha E difference { object { cone_branco } object { cone_branco translate <0.5, 0, 0> } translate < 0, 0, 2.8> rotate -35 *x } //nariz object{ esfera_branca scale <0.5, 0.7, 0.5> translate <2.8, 0, 1> texture{ tx_cinza_escuro }} //boca difference { object{ esfera_branca scale <1.4, 1.4, 1.4> translate <1.8, 0, -0.2>} object{ esfera_branca scale <1.2, 1.2, 1.2> translate <4, 0, -0.2> texture{ tx_vermelho }} } } #end #macro pata() union { difference { object { esfera_branca scale <1.5,1.5,1.5> } object { caixa translate <0,0,-3>} } } #end #macro corpo(maoDirRot, maoEsqRot, bracoDirRot, bracoEsqRot) union{ object { cabeca() translate <0,0,4> scale<1.3, 1.3, 1.3>} object { esfera_branca scale <4, 4, 4>} object { braco(maoDirRot) rotate mod(bracoDirRot, 90) *z rotate 50 *x translate <0, 3, 0.5>} object { braco(maoEsqRot) rotate mod(bracoEsqRot, 90) *z rotate 50 *x scale<1, -1, 1> translate <0, -3, 0.5>} object { coxa(0,0) rotate 20 *x translate <0, 1, -1>} object { coxa(0,0) rotate -20 *x translate <0, -1, -1>} } #end #macro braco(pataRot) union{ object { esfera_branca scale <1.5, 3, 1.5> translate <0, 1.5, 0>} object { pata() rotate 90 *x rotate mod(pataRot, 60) *z translate <0, 5.5, 0>} } #end #macro coxa(peRot, pernaRot) union { object { esfera_branca scale <2,2,3> translate <0,0,-3>} object { perna(peRot) rotate mod(pernaRot, 90) *y translate <0,0,-3.5>} } #end #macro perna(peRot) union { object { esfera_branca scale <1.5, 1.5, 2> translate <0, 0, -2.5>} object { pata() rotate mod(peRot, 30) *x translate <0,0,-5.5>} } #end #include "eixos.inc" // Aqui está a cena, finalmente: union{ // object{ chao } //object{ cabeca() } //object { braco(0) } object{ corpo(-30, -30, -60, -60) scale <0.5, 0.5, 0.5>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 20.0; #declare dir_camera = < 7.00, -3.00, 3.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)