// 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_peca = texture{ pigment{ color rgb < 0.5, 0.5, 0.5 > } 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 < 0.0, 0.0, 0.0 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 1.0 } // ====================================================================== // DESCRIÇÃO DA CENA #include "eixos.inc" #macro interpolalin(t0, v0, t1, v1, tt) #local r = (tt-t0)/(t1-t0); #local s = 1 - r; #local vv = s*v0 + r*v1; vv #end #macro arcobezier(t0, t1, A, B, C, D, tt) #local AB = interpolalin(t0, A, t1, B, tt); #local BC = interpolalin(t0, B, t1, C, tt); #local CD = interpolalin(t0, C, t1, D, tt); #local ABC = interpolalin(t0, AB, t1, BC, tt); #local BCD = interpolalin(t0, BC, t1, CD, tt); #local ABCD = interpolalin(t0, ABC, t1, BCD, tt); ABCD #end #declare lado = 40; #declare n_arcos = 4; #declare n_bolas = 1500; #declare grossura = 1; #declare tx = tx_fosca; #macro suaviza(P, n_arcos, i) #local j = mod(i+1, n_arcos); #local vv = (P[j][1] - P[i][2])/2; #declare P[i][2] = P[i][3] - vv; #declare P[j][1] = P[j][0] + vv; #end #macro Corda(grossura, lado, n_arcos, n_bolas, tx) #declare tt = 0; #declare P = array[n_arcos][4]; #declare P[0][0] = <0,0,0>; #declare P[0][1] = <0.25,0,0.5>; #declare P[0][2] = <.7,0,.7>; #declare P[0][3] = <.5,0,.25>; #declare P[1][0] = P[0][3]; #declare P[1][1] = <-0.2,0,-0.8>; #declare P[1][2] = <-0.7,-.5,-0.5>; #declare P[1][3] = <-0.2,0,.6>; #declare P[2][0] = P[1][3]; #declare P[2][1] = <1,.5,0>; #declare P[2][2] = <0,2,-.5>; #declare P[2][3] = <0.5,0,.4>; #declare P[3][0] = P[2][3]; #declare P[3][1] = <1,0.8,-1>; #declare P[3][2] = <0,0.4,-0.2>; #declare P[3][3] = P[0][0]; #declare i = 0; #while (i < n_arcos) suaviza(P, n_arcos, i) #declare i = i + 1; #end #declare i = 0; #declare j = 0; #while (j < n_bolas) #if ((tt >= i/n_arcos) & (tt < (i + 1)/n_arcos)) #declare centro = arcobezier(i/n_arcos, (i + 1)/n_arcos, P[i][0], P[i][1], P[i][2], P[i][3],tt); #declare tt=tt+1/n_bolas; #declare j=j+1; sphere{ lado*centro, grossura texture {tx} } #else #declare i=i+1; #end #end #end Corda(grossura, lado, n_arcos, n_bolas, tx) #include "camlight.inc" #declare centro_cena = < 6, 0, 0 >; #declare raio_cena = 50; #declare dir_camera = < 10.00, 30.00, 5.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)