// 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_branca = texture{ pigment{ color rgb < 2, 2, 2> } } #declare tx_preta = texture{ pigment{ color rgb < 0, 0, 0> } } #declare tx_madeira = texture{ pigment{ color rgb < 0.80, 0.55, 0.40 > } 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 } #declare tx_hyperglass = texture { pigment { color rgb < 0.90 , 0.15 , 0.15 > filter 0.28 } finish { diffuse 0.33 ambient 0.55 } } // ====================================================================== // DESCRIÇÃO DA CENA // Observacao: Quando usa essa razao aurea, o dodecaedro "degenera", porem o // icosaedro fica perfeito.. .Quando se usa a razao aurea (sqrt(5)-1)/2 o // dodecaedro fica perfeito mas o icosaedro nao... #declare phi = ((sqrt(3)-1)/2); #declare dfo = 2; #macro dodecaedro() union { intersection { plane { <1,0,phi> , dfo } plane { <1,0,-phi> , dfo } plane { <-1,0,phi> , dfo } plane { <-1,0,-phi> , dfo } plane { , dfo } plane { , dfo } plane { <-phi,1,0> , dfo } plane { <-phi,-1,0> , dfo } plane { <0,phi,1> , dfo } plane { <0,phi,-1> , dfo } plane { <0,-phi,1> , dfo } plane { <0,-phi,-1> , dfo } } } #end #macro cubo() union { intersection { plane { <1,0,0> , dfo } plane { <-1,0,0> , dfo } plane { <0,1,0> , dfo } plane { <0,-1,0> , dfo } plane { <0,0,1> , dfo } plane { <0,0,-1> , dfo } } } #end #macro octaedro() union { intersection { plane { <1,1,1> , dfo } plane { <1,1,-1> , dfo } plane { <1,-1,1> , dfo } plane { <1,-1,-1> , dfo } plane { <-1,1,1> , dfo } plane { <-1,1,-1> , dfo } plane { <-1,-1,1> , dfo } plane { <-1,-1,-1> , dfo } } } #end #macro icosaedro() union { intersection { octaedro() object { dodecaedro() scale scl } } } #end #macro semiregular() union { intersection { object { cubo() scale scl2} object { octaedro() } } } #end #declare scl = 1.00; #declare scl2 = 0.87; #declare chao = box { <-40,-40,-1> , <20,20,0> } #include "eixos.inc" union { object { chao texture { tx_xadrez } rotate<0,90,30> translate<-15,0,-3> } object { icosaedro() texture { tx_hyperglass } interior { ior 1.5 } translate<0,3,2> rotate<0,0,30> } object { semiregular() texture { tx_vidro } interior { ior 3 } translate<0,-5,1> rotate<0,0,45> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)