// 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 } #include "eixos.inc" //Programa #declare valores = array[10] #declare valores[0] = (1-clock)*4+clock*12; #declare valores[1] = (1-clock)*1+clock*2; #declare valores[2] = (1-clock)*5+clock*8; #declare valores[3] = (1-clock)*2+clock*10; #declare valores[4] = (1-clock)*8+clock*12; #declare valores[5] = (1-clock)*2+clock*4; #declare valores[6] = (1-clock)*5+clock*7; #declare valores[7] = 6; #declare valores[8] = 2; #declare valores[9] = 5; #declare roleta = seed(417); #macro moldura(ncolunas,bits_coluna) difference{ box{ < -4, -0.5, 0>, < (0.6)*(ncolunas+1), 0.5, (8/9)*bits_coluna> texture{ tx_fosca } } box { < -3.5,-1.1, 0.5>, < 0.6*ncolunas, 1.1, (7.5/9)*bits_coluna> texture{ tx_fosca } } } #end #macro bit(valor,def) #if(def=0) union{ sphere { <0,0,0> 0.25 texture{ tx_espelho } } box { < 0 ,-0.1,-0.1> <0.4, 0.1, 0.1> texture{ tx_xadrez } rotate z*(valor*90) } } #else union{ sphere { <0,0,0> 0.25 texture{ tx_espelho } } box { < 0 ,-0.1,-0.1> <0.4, 0.1, 0.1> texture{ tx_xadrez } rotate z*(valor*45) } } #end #end #macro coluna(nbits,num,prob) #local resto=0; #local num_aux = num; #local nbits_aux = nbits; #local r = int(num); #local f = num - r; union{ #while(nbits_aux>0) #local def = (rand(roleta) < prob); #local resto = mod(num_aux,2); #if(resto=0) #local bitr = f; #local f = 0; #else #local bitr = 1-f; #end #local num_aux = int(num_aux/2); #local nbits_aux = nbits_aux - 1; object { bit(bitr,def) translate <0,0,nbits_aux*0.75 + 1> } #end } #end #macro abaco(ncolunas,bits_coluna,valores,prob) #local i=0; union{ object{moldura(ncolunas,bits_coluna)} #while(i } #local i = i + 1; #end } #end object{ eixos(3.00) } object{abaco(8,5,valores,0.4)} #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 14.0; #declare dir_camera = < 2.00, 3.00*clock, 1.00*clock >; #declare dist_camera = 14.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)