// 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 > } background{ color rgb < 0.00, 0.64, 0.00 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.40, 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, 0, 0 > 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 0.5 } // ====================================================================== // DESCRIÇÃO DA CENA // Partes da cena: /* #declare dinheiro = box { < 0,0,0 >, 0.5 texture { tx_fosca } } #declare bola_grande = sphere{ < 0, 1.50, 2.50 >, 0.8 texture{ tx_xadrez } }*/ #declare cabeca = cylinder { < 0.25,0,10> <-0.25,0,10>, 1 texture { tx_plastico } } #declare corpo = cylinder { < 0,0,5> <0,0,9>, 0.7 texture { tx_plastico } } #declare coxa = cylinder { < 0,0,0> <0,0,-2.5>, 0.4 texture { tx_plastico } } /* #declare coxa2 = cylinder { < 0,0,5> <1.5,1.5,2.5>, 0.4 texture { tx_plastico } }*/ #declare canela = cylinder { < 0,0,0> <0,0,-2>, 0.3 texture { tx_plastico } } /* #declare canela2 = cylinder { < 1.5,1.5,2.5> <1,1,0.5>, 0.3 texture { tx_plastico } }*/ #declare bota = cylinder { < 0,0,0> <0,-1.5,0>, 1 texture { tx_plastico } } /* #declare bota2 = cylinder { < +1,0,0> <+2.5,0,0>, 1 texture { tx_plastico } }*/ #declare braco = cylinder { < 0,0,0> <-1.5,-1.5,0>, 0.4 texture { tx_plastico } } /* #declare braco2 = cylinder { < -0.5,-0.5,7> <-2,-2,7>, 0.4 texture { tx_plastico } }*/ #declare pulso = cylinder { < 0,0,0> <0,-1,0>, 0.3 texture { tx_plastico } } /* #declare pulso2 = cylinder { < -2,-2,7> < -2,-3,7>, 0.3 texture { tx_plastico } }*/ #declare cinto = cylinder { < 0,0,5.5> <0,0,5.7>, 0.75 texture { tx_xadrez } } #declare espada = cylinder { < 2.8,2,7> <2,2,10>, 0.1 texture { tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #macro mbraco(a,b) union { object { braco rotate a*x } // -1 -1 1 object { mpulso(b) translate <0,0,0.2> } } #end #macro mpulso(b) union { object { pulso rotate b*x } // -1 -1 1 object { espada } } #end #macro mperna(a,b,c) union { object { coxa rotate a*x } // -1 -1 1 object { mcanela (b,c) translate <0,0,-2.5> } } #end #macro mcanela(b,c) union { object { canela rotate b*x } // -1 -1 1 object { mbota(c) translate <0,0,-2> } } #end #macro mbota(c) union { object { bota rotate c*x} } #end #macro boneco (a1,b1,c1,d1,e1,a2,b2,c2,d2,e2) union { object { cabeca rotate -45*z } object { corpo } object { cinto } object { mbraco(a1,b1) translate 9*z translate -2*x } object { mperna(c1,d1,e1) translate 5*z translate +2*x } object { mbraco(a2,b2) translate 9*z translate +2*x } object { mperna(c2,d2,e2) translate 5*z translate -2*x } } #end #include "eixos.inc" // Aqui está a cena, finalmente: object { chao } object { eixos(10.00) } // a1 b1 c1 d1 e1 a2 b2 c2 d2 e2 object { boneco(30, 30, 0, 30, 30, 0 ,0 ,0 ,0 ,0) } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 18.0; #declare dir_camera = < 0.00, -15.00, 15.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)