// 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 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raioHead = 1.500; #declare raioHeadBase = 2.500; #declare raioNeck = 0.50; #declare raioBody = 1.500; #declare raioCone1 = 0.500; #declare raioCone2 = 0.050; #declare lengthBody = 5.000; #declare lengthCone = 2.500; // Partes da cena: #declare head1 = sphere{ < -2.50, -5.50, +6 >, raioHead } #declare head2 = sphere{ < -2.50, 5.50, +6 >, raioHead } #declare headBase = sphere{ < 0,0,0 >, raioHeadBase } #declare body = cylinder{ < 0, 0, -raioHeadBase/4 >, < 0, 0, (-raioHeadBase/4-lengthBody) >, raioBody texture{ tx_fosca } } #declare neck1 = cylinder{ < +1.00, -1.00, +1.00 >, < -2.00, -5.00, +5.00 >, raioNeck texture{ tx_fosca } } #declare neck2 = cylinder{ < +1.00, +1.00, +1.00 >, < -2.00, +5.00, +5.00 >, raioNeck texture{ tx_fosca } } #declare furoOlho11 = sphere{ < -1.50, -6.00, +6.5 >, 0.3*raioHead texture{ tx_espelho } } #declare furoOlho12 = sphere{ < -1.50, -5.00, +6.5 >, 0.3*raioHead texture{ tx_espelho } } #declare furoOlho21 = sphere{ < -1.50, +5.00, +6.50 >, 0.3*raioHead texture{ tx_espelho } } #declare furoOlho22 = sphere{ < -1.50, +6.00, +6.50 >, 0.3*raioHead texture{ tx_espelho } } #declare furoBoca1 = sphere{ < -1, -5.5, +5.5 >, 0.5*raioHead texture{ tx_espelho } } #declare furoBoca2 = sphere{ < -1, +5.5, +5.5 >, 0.5*raioHead texture{ tx_espelho } } #declare arm1 = cone{ <0,-1,-3>,raioCone1, <0,-4,-3>,raioCone2 } #declare arm2 = cone{ <0,1,-3>,raioCone1, <0,4,-3>,raioCone2 } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ // object{ eixos(3.00) } // object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } // object{ bolota translate < -2,+1,+3 > texture{ tx_espelho } } // object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } interior { ior 1.01 } } object {head1} object {head2} object {neck1 texture{tx_plastico}} object {neck2 texture{tx_plastico}} object {headBase texture{tx_fosca}} object {body texture{tx_vidro}} object {arm1 texture{tx_plastico}} object {arm2 texture{tx_plastico}} difference{ object{head1 texture{tx_fosca}} object{furoOlho11} object{furoOlho12} object{furoBoca1} } difference{ object{head2 texture{tx_fosca}} object{furoOlho21} object{furoOlho22} object{furoBoca2} } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 20.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)