// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2017-05-07 20:10:09 by stolfilocal // ====================================================================== // 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 #include "eixos.inc" #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } //declare base #declare base = box{ <-2,-2,-1>, <+2,+2,0> texture{tx_plastico}} object{base} //declare aux 1 #declare aux1 = box{ <+2,-0.5,-1>, <+3,+0.5,0> texture {tx_fosca}} object{aux1} //declare aux 2 #declare aux2 = box{ <-2,-0.5,-1>,<-3,+0.5,0> texture {tx_fosca}} object{aux2} //pino #declare pino = cylinder{ <0,0,0>,<0,0,2>,0.5 texture {tx_fosca}} object{pino} //vidro #declare vidro = sphere{ <0,0,3.5>,1.5 texture {tx_vidro}} object{vidro} //base2 #declare base2 = cylinder{ <0,0,2>,<0,0,3.1>,0.2 texture{tx_plastico}} object{base2} //centro #declare centro = sphere{ <0,0,3.6>,0.5 texture{tx_espelho}} object{centro} object{ chao translate < 0,0,-1 > 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 = 6*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)