// 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 < 1.00, 0.50, 0 > } 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_fosca2 = texture{ pigment{ color rgb < 0.19, 0.19, 0.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca3 = texture{ pigment{ color rgb < 0.37, 0.62, 0.62 > } 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: #declare corpo = box{ < 2,0.9,0 >, < -2,-0.9,0.5 > } #declare perna1 = cylinder{ < 0.9,0,-0.5>, < 0.9,0,2>, 0.2 } #declare perna2 = cylinder{ < -0.9,0,-0.5>, < -0.9,0,2>, 0.2 } #declare pescoco1 = cylinder{ < 1,0,2>, < 1,0,3.2>, 0.3 } #declare pescoco2 = cylinder{ < -1,0,2>, < -1,0,3.2>, 0.3 } #declare cabeca1 = sphere{ < 1,0,3.5 >, 0.5} #declare cabeca2 = sphere{ < -1,0,3.5 >, 0.5} #declare pe1 = box{ < 1.27,0.72,-0.5 >, < 0.54,-0.36,-0.2 > } #declare pe2 = box{ < -1.27,0.72,-0.5 >, < -0.54,-0.36,-0.2 > } #declare bico1 = cone{ < 1,0,3.5 >, 0.25, < 1,1.2,3.5 >, 0 } #declare bico2 = cone{ < -1,0,3.5 >, 0.25, < -1,1.2,3.5 >, 0 } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ corpo translate < 0,0,2 > texture{tx_fosca2} } object{ perna1 texture{tx_fosca} } object{ perna2 texture{tx_fosca} } object{ pescoco1 texture{tx_fosca3} } object{ pescoco2 texture{tx_fosca3} } object{ cabeca1 texture{tx_fosca} } object{ cabeca2 texture{tx_fosca} } object{ pe1 texture{tx_plastico} } object{ pe2 texture{tx_plastico} } object{ bico1 texture{tx_plastico} } object{ bico2 texture{tx_plastico} } object{ chao translate < 0,0,-0.5 > texture{ tx_xadrez } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #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)