// 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_fosca2 = texture{ pigment{ color rgb < 1.00, 0.70, 0.50 > } 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_nova = texture{ pigment{ checker color rgb < 0.20, 0.65,0.88 > , color rgb < 2.0,6.0,9.0> } finish { diffuse 0.7 ambient 0.1 } scale 1.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare mao1 = sphere{ < 0,1,0 >, 0.60 } #declare mao2 = sphere{ < 0,2,0 >, 0.60 } #declare cabeca1 = sphere{ < 0.9,1.4,2.6 >, 0.30 } #declare cabeca2 = sphere{ < 0.9,0.7,2.6 >, 0.30 } #declare troncoMaior = box{ < 0.1,0.2,1.7> ,<1.3,1.7,2.3>} #declare troncoMenor = box{ < 0.2,0.3,1> ,<1.2,1.5,1.7>} #declare braco1 = cylinder{ < 0.9, 1.7, +1.9>, < 2.6, 2.5, 1.9>, 0.1 texture{ tx_fosca } } #declare braco2 = cylinder{ < 0.3, 0.5, +1.9>, < 2.0, -1, 1.9>, 0.1 texture{ tx_fosca } } #declare perna1 = box{ < 0.5,1.0,0.3> ,<0.9,1.3,1>} #declare perna2 = box{ < 0.5,0.5,0.3> ,<0.9,0.8,1>} #declare pe1 = box{ < 0.5,1.0,0> ,<0.9,1.3,0.3>} #declare pe2 = box{ < 0.5,0.5,0> ,<0.9,0.8,0.3>} #declare pescoco1 = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare pescoco2 = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*(raio+4) texture{ tx_fosca } } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ perna2 texture{ tx_xadrez } } object{ perna1 texture{ tx_xadrez } } object{ pe1 texture{ tx_fosca } } object{ pe2 texture{ tx_fosca } } object{ troncoMenor texture{ tx_fosca } } object{ troncoMaior texture{ tx_fosca2 } } object{ braco1 texture{ tx_fosca2 } } object{ braco2 texture{ tx_fosca2 } } object{ cabeca1 texture{ tx_fosca2 } } object{ cabeca2 texture{ tx_fosca2 } } } #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)