// 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_red = texture{ pigment{ color rgb < 0.90, 0.05, 0.05 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_yellow = texture{ pigment{ color rgb < 0.93, 0.79, 0.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_green = texture{ pigment{ color rgb < 0.05, 0.90, 0.05 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_blue = texture{ pigment{ color rgb < 0.05, 0.05, 0.90 > } 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 raio = 2.000; // Partes da cena: #declare base = box{ < +10.00, -10.00, 0.00 >, < -10.00, +10.00, +2.00> texture{tx_green} } #declare tela = box{ < -3.50, -4.00, +2.00 >, < -9.50, +4.00, +2.01> texture{tx_blue} } #declare botaozinho= box{ < +0.50, -9.50, +2.00 >, < +0.00, -9.00, +2.50> } #declare valvula = cylinder{ < 0.00, -9.50, +2.00> < 0.00, -9.50, +3.50> 0.2 texture{tx_blue} } #declare esfera = sphere{ < 0.00, -9.50, +4.00 >, 0.5 texture{tx_yellow} } #macro painel(n,m) #declare j=0; #while (j, < -0.50, +0.25, +0.20> texture{tx_red} } #declare espremedor = cylinder{ < 0.00, 0.00, 0.00> < 0.00, 0.00, 0.10> 1 texture{tx_blue} } #declare coco = sphere{ < -1.00, 0.00, 0.00 >, 0.8 texture{tx_green} } #declare base2 = sphere{ < -1.00, 0.00, 0.00 >, 1 texture{tx_red} } #declare cortebasebola2 = sphere{ < -1.00, 0.00, 0.00 >, 0.8 texture{tx_red} } #declare cortebase2 = box{ < -2.00, -1.00, 0.00 >, < 0.00, +1.00, +1.00> texture{tx_red} } #declare braco2 = torus { 1.5, 0.2} #declare cortebraco2 = box{ < -2.00, -0.25, -1.75 >, < -0.50, +0.25, +0.20> texture{tx_red} } #declare espremedor2 = cylinder{ < 0.00, 0.00, 0.00> < 0.00, 0.00, 0.10> 1 texture{tx_blue} } // Aqui está a cena, finalmente: union{ object{ base } object{ tela } object { valvula } object { esfera } painel(16,10) /*object{ espremedor translate < -0.70,-0.70,1.2 > } difference{ object{ braco translate < -2.5,0,1 > texture{ tx_yellow } } object{ cortebraco translate < 0.2,0,1 > } rotate <0, 0, 45> } difference{ difference{ object{ base } object{ cortebase } } object{ cortebasebola } rotate <0, 0, 45> } object {coco rotate <0, 0, 45>} object{ espremedor2 translate < +3.3,-0.70,1.2 > } difference{ object{ braco2 translate < -2.5,0,1 > texture{ tx_yellow } } object{ cortebraco2 translate < 0.2,0,1 > } rotate <0, 0, 45> translate < 4,0,0> } difference{ difference{ object{ base2 } object{ cortebase2 } } object{ cortebasebola2 } rotate <0, 0, 45> translate < 4,0,0> } */ } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 15.0; #declare dir_camera = < 12.0, 12.0, 12.00 >; #declare dist_camera = 50.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)