// 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_marrom_escuro = texture{ pigment{ color rgb < 0.92, 0.64, 0.51 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_verde = texture{ pigment{ color rgb < 0.47, 0.79, 0.47 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_outro_verde = texture{ pigment{ color rgb < 0.14, 0.90, 0.35 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_teste = texture{ pigment{ color rgb < 2.54, 2.54, 2.54 > } 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: #macro abaco() //0.0 inicio do passo e 1.0 fim do passo union{ object { caixa scale <3,3,3> texture{ tx_verde} } }#end #macro interpola (f0,v0,f1,v1,f) union{ #local ss = (f-f0)/(f1-f0); #local rr = (1-ss); (rr*v0 + ss*v1) }#end #macro quadro_anterior(fase) union{ #local i = 0; #while (i= fase) & (i=NQ-1)) #local resp = i; #end #local i = i+1; #end (resp) }#end #declare bolinha = sphere{ < 0,0,0 >, 0.60 } #declare caixa = box{ <0,0,0>, <1,1,1.4> texture{ tx_verde} } #declare bolota = sphere{ < 0,0,0 >, 2.00 } #declare biscoito = torus{ 0.6, 0.4} #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < 0, 0,0 >, < 0, 0,2 >, 0.75 texture{ tx_fosca } } #declare orelha = cone { <0, 0, 0>, 0.5 // Center and radius of one end <0, 0, 2>, 0.0 // Center and radius of other end texture { tx_fosca } } #declare pinao = cylinder{ < 0, 0,0 >, < 0, 0,4 >, 1.5 texture{ tx_fosca } } #declare pino_deitado = cylinder{ < 0, 0,0 >, < 0, 2,0 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +1.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ abaco() } } #include "camlight.inc" #declare centro_cena = < 2.00, 2.00, 3.00 >; #declare raio_cena = 27.0; #declare dir_camera = < 20, 9, 19.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)