/// Exemplo de arquivo de descricao de cena para POV-ray // ====================================================================== // 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_preta = texture{ pigment{ color rgb < 0.20, 0.20, 0.20 > } 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_rosquinha = texture{ pigment{ color rgb < 0.566, 0.276, 0.076 > } finish{ diffuse 0.9 ambient 0.1 } } #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 chao = box{ <-70,-70,-6>, <+70,+70,-5> } #declare orelha = cone{ <0,0,0> , 0.50, <0,0,1>, 0 texture{tx_fosca}} #declare bola = sphere{ < 0,0,0 >, 0.50 texture{tx_fosca}} #declare bitBox = box{<0.2,0.35,0.6>,<-0.2,-0.35,-0.6> } #declare tampaLateralBox = box{<0.7,0.1,1.3>, <-0.7,-0.1,-1.3> texture{tx_fosca}} #declare tampaSuperior = box{<0.7,1,1.3>, <-0.7,-1,+1.5> texture{tx_fosca}} #declare valores = array[10]; #declare valores[0] = 2; #declare valores[2] = 4; #declare valores[3] = 8; #declare valores[4] = 16; #declare valores[5] = 3; #macro bit(state, defeito) #if(defeito) object{bitBox translate<0,0,2*0.4*state -0.4> texture{tx_vidro}} #else object{bitBox translate<0,0,2*0.4*state -0.4> texture{tx_preta}} #end #end #macro lateral(nBits,nLinhas) union{ object{tampaLateralBox scale <1,1,nLinhas> translate<0,-0.7-nBits+1,0>} object{tampaSuperior scale <1,(-1.4+1-nBits)/2,1> translate<0,0.7+(-1.4+1-nBits)/2,-1.5+1.3*nLinhas>} object{tampaSuperior scale <1,(-1.4+1-nBits)/2,1> translate<0,0.7+(-1.4+1-nBits)/2,-1.3*nLinhas -1.3>} object{tampaSuperior scale <1,(-1.4+1-nBits)/2,1> scale<1.2,1.2,0> translate<0,0.7+(-1.4+1-nBits)/2,-1.3*nLinhas -1.3 -0.2>} object{tampaSuperior scale <1,(-1.4+1-nBits)/2,1> scale<1.3,1.3,0> translate<0,0.7+(-1.4+1-nBits)/2,-1.3*nLinhas -1.3 -0.4>} object{tampaLateralBox scale <1,1,nLinhas> translate<0,+0.7,0>} } #end #macro fileira(nBits, valor) #local i=0; #local condicao=valor; union{ #while(i} #local condicao=int(condicao/2); #local i = i+1; #end } #end #include "eixos.inc" #macro abaco(m,n,valoresArray) union{ fileira(n,8) lateral(n,m) } #end // Aqui está a cena, finalmente: object{ chao texture{ tx_xadrez } } object{abaco(4,5,valores) scale 0.4} #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 70.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)