// 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 #declare raio = 2.000; #declare roleta1 = seed(37); // Partes da cena: #macro camara (N, M) #declare centro = array[N]; #declare i = 0; union{ #while(i < N) #declare centro[i] = <700*rand(roleta1), 700*rand(roleta1), 700*rand(roleta1)>; object {sphere {centro[i], 20.00 texture{tx_fosca}}} #declare i = i + 1; #end #declare i = 0; #while(i < M) object {cylinder{centro[50*rand(roleta1)], centro[50*rand(roleta1)], 10.00 texture{tx_fosca}}} #declare i = i+1; #end } #end camara (50, 50) #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 850; #declare dir_camera = < 10.00, 10.00, 10.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)