// 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 0.5 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 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare bolinha = sphere{ < 0,0,0 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare caixa = box{ <0,0,0>, <+2,+2,+2> texture{ tx_plastico } } #declare tampa = box{ <0,0,2>, <-0.1,2,+4> texture{ tx_plastico } } #declare pescoco= cone { <+1.00, +1.00, 3.00>, 0.5 // Center and radius of one end <+1.00, +1.00, 4.00>, 0 // Center and radius of other end texture {tx_xadrez } } #declare suporte = box{ <1,1,2>, <0.5,1.5,4> texture{ tx_fosca } } #declare braco_dir_pe = box{ <0,0,0>, <-0.5,0.25,2> texture{ tx_vidro } } #declare braco_esq_pe = box{ <0,0,0>, <-0.5,0.25,2> texture{ tx_vidro } } #declare corpo = sphere{ < 0.00, 0.00, 0.00 >, 3 texture{ tx_fosca } } #declare cabeca = sphere{ < 0.00, 0.00, 0.00 >, 1.5 texture{ tx_fosca } } #declare braco_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 2.00, 0.00 >, 0.75 texture{ tx_plastico } } #declare antebraco_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 1.00, 0.00 >, 0.75 texture{ tx_espelho } } #declare mao_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.50, 0.00 >, 0.75 texture{ tx_vidro } } #declare braco_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -2.00, 0.00 >, 0.75 texture{ tx_plastico } } #declare antebraco_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -1.00, 0.00 >, 0.75 texture{ tx_espelho } } #declare mao_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -0.50, 0.00 >, 0.75 texture{ tx_vidro } } #declare coxa_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.0, -2.00 >, 0.75 texture{ tx_fosca } } #declare canela_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0, -2.00 >, 0.75 texture{ tx_plastico } } #declare coxa_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.0, -2.00 >, 0.75 texture{ tx_fosca } } #declare canela_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0, -2.00 >, 0.75 texture{ tx_plastico } } #include "eixos.inc" // Aqui está a cena, finalmente: #macro body() union{ object{corpo translate<0,0,6>} object{cabeca translate<0,0,10>} object{braco_d() translate<0,2.8,6>} object{braco_e() translate<0,-2.8,6>} object{coxa_d() translate<0,1.5,3.2>} object{coxa_e() translate<0,-1.5,3.2>} } #end #macro braco_d() union{ object{braco_dir} object{antebraco_d() translate<0,2,0>} } #end #macro antebraco_d() union{ object{antebraco_dir } object{mao_d() translate<0,1,0>} } #end #macro mao_d() union{ object{mao_dir} } #end #macro braco_e() union{ object{braco_esq} object{antebraco_e() translate<0,-2,0>} } #end #macro antebraco_e() union{ object{antebraco_esq } object{mao_e() translate<0,-1,0>} } #end #macro mao_e() union{ object{mao_esq} } #end #macro coxa_d() union{ object{coxa_dir} object{canela_d() translate<0,0,-2>} } #end #macro canela_d() union{ object{canela_dir} } #end #macro coxa_e() union{ object{coxa_esq} object{canela_e() translate<0,0,-2>} } #end #macro canela_e() union{ object{canela_esq} } #end union{ object{ eixos(3.00) } object{ chao texture{ tx_xadrez } } body() } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 20.0; #declare dir_camera = < 14.00, 0.00, 4.00 >; #declare dist_camera = 200.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)