// 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_preto = texture{ pigment{ color rgb < 0, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.84, 0.84, 0.84 > } 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 } // ================== // DESCRIÇÃO DA CENA // Partes da cena: #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: #macro antebraco() cylinder{ < 0, 0, 0 >, < 0, 1, 0 >, 0.3 texture{ tx_fosca } } #end #macro braco(ang1) union { cylinder{ < 0, 0, 0 >, < 0, 1, 0 >, 0.3 texture{ tx_fosca } } object { antebraco() rotate x*ang1 translate 1*y } } #end #macro pe() cylinder{ < 0, 0, 0 >, < 1.5, 0, 0 >, 0.5 texture{ tx_preto } } #end #macro pernabaixo(ang1) union { cylinder{ < 0, 0, -2.00 >, < 0, 0, 0 >, 0.5 texture{ tx_fosca } } object { pe() rotate y*ang1 translate -2*z } } #end #macro pernacima(ang1, ang2) union { cylinder{ < 0, 0, -2 >, < 0, 0, 0 >, 0.5 texture{ tx_fosca } } object { pernabaixo(ang1) rotate y*ang2 translate -2*z } } #end #macro coelho1() union { object { corpo () scale <2,2,2 > translate 5*z} object { pernacima (-15, 20) rotate y*40 translate -0.7*y } object { pernacima (-15, 20) rotate y*40 translate 0.7*y} object { braco (-30) rotate y*10 scale -1*y translate -0.5*y translate 2*z} object { braco (-30) rotate y*10 translate 0.5*y translate 2*z} } #end #macro coelho2() union { object { corpo () scale <2,2,2 > translate 5*z} object { pernacima (30, 15) rotate y*5 translate -0.7*y } object { pernacima (30, 15) rotate y*5 translate 0.7*y} object { braco (45) rotate x*40 scale -1*y translate -0.5*y translate 2*z} object { braco (45) rotate x*40 translate 0.5*y translate 2*z} } #end #macro corpo() union { sphere{ < 0,0,0 >, 0.60 texture{ tx_fosca } } cone { <0, -0.2, 0.5>, 0.2, <0, -0.2, 1.2>, 0 texture{ tx_fosca } } cone { <0, 0.2, 0.5>, 0.2, <0, 0.2, 1.2>, 0 texture{ tx_fosca } } cone { <0, 0, -0.6>, 0.2, <0, 0, -2.5>, 0.7 texture{ tx_fosca } } } #end object { coelho1() translate y*-3} object { coelho2() translate y*4} #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 11.0; #declare dir_camera = < 20, 0, 5 >; #declare dist_camera = 15.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)