// 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 > } background{ color rgb < 0.00, 0.64, 0.00 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.40, 0.80, 1.00 > } //pigment { color rgb < 1, 1, 1> } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_metal = texture { pigment { color rgb <0.5,0.5,0.5 > } 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 > filter 0.90 } 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 0.5 } // ====================================================================== // DESCRIÇÃO DA CENA // Partes da cena: #declare roleta = seed(417); #declare caixa = box { <-3,3,1>, 10 texture { tx_plastico } } #declare corpo = cylinder { < 0,0,1> <0,0,3>, 0.4 texture { tx_metal } } #declare cinto = cylinder { < 0,0,0> <0,0,0.3>, 0.45 texture { tx_xadrez } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> texture { tx_xadrez } } #local teta = (sqrt(5)-1)/2; #local gama = teta*0.66; #local distancia_dode = 5; // cinza #local distancia_octo = 5; // azul #local distancia_cubo = 5*0.91; // cinza #declare cubo = intersection { plane { <0,0,1>, distancia_cubo } plane { <0,0,-1>, distancia_cubo } plane { <0,1,0>, distancia_cubo } plane { <0,-1,0>, distancia_cubo } plane { <1,0,0>, distancia_cubo } plane { <-1,0,0>, distancia_cubo } texture { tx_vidro } interior { ior 1.2 } } #declare octo = intersection { plane { <1,1,1>, distancia_octo } plane { <1,1,-1>, distancia_octo } plane { <1,-1,-1>, distancia_octo } plane { <1,-1,1>, distancia_octo } plane { <-1,1,1>, distancia_octo } plane { <-1,-1,-1>, distancia_octo } plane { <-1,1,-1>, distancia_octo } plane { <-1,-1,1>, distancia_octo } texture { tx_vidro } interior { ior 1.2 } bounded_by { sphere { < 0,0,0 >, 10 } } } #declare dode = intersection { plane { <1,0,teta>, distancia_dode } plane { <-1,0,teta>, distancia_dode } plane { <1,0,-teta>, distancia_dode } plane { <-1,0,-teta>, distancia_dode } plane { , distancia_dode } plane { , distancia_dode } plane { <-teta,-1,0>, distancia_dode } plane { <-teta,1,0>, distancia_dode } plane { <0,teta,1>, distancia_dode } plane { <0,teta,-1>, distancia_dode } plane { <0,-teta,-1>, distancia_dode } plane { <0,-teta,1>, distancia_dode } texture { tx_vidro } interior { ior 1.2 } bounded_by { sphere { < 0,0,0 >, 10 } } } #macro intpol(f0, vo, f1, v1, f) #local ss = (f-f0)/(f1-f0); #local rr = 1-ss; (rr*vo+ss*v1); #end #macro quadro_anterior (fase) #local i=0; #while ((i; #declare raio_cena = 8.0; #declare dir_camera = <0, 1, 1.2 >; #declare dist_camera = 8.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)