// 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)