// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2021-12-09 07:33:15 by stolfi // ====================================================================== // 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 0.7 ambient 0.2 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 } // ====================================================================== // DESCRI��O DA CENA #declare raio = 2.000; // Partes da cena: #declare bolinha = sphere{ < 0,0,0 >, 1.50 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < +0.00, +3.00, +1.00 >, < +0.00, +3.00, +0.00 >, 1.00 texture{ tx_fosca } } #declare antena = cone{ < +0.00, +0.00, +0.00 >, 1.00 < +0.00, +0.00, +3.00 >, 0.00 texture{ tx_fosca } } #declare furo = cylinder{ < +0.00, +0.00, +3.00 >, < +0.00, +0.00, +0.00 >, 0.5*raio texture{ tx_fosca } } #declare chao = box{ <-5,-5,2>, <+5,+6,4> } // Aqui est� a cena, finalmente: # macro alien (anten) #local zeta = -5 ; union{ object{ chao translate < 0,0,zeta > texture{ tx_xadrez } } //object{ bolota translate < -2,+1,+3 > texture{ tx_espelho } } object{ bolinha translate < 3,3,0 > texture{ tx_fosca } } // interior { ior 1.01 } object{ pino translate < -2,0,-1 > } object{ pino translate < -2,-6,-1 > } object{ antena translate < anten/2,-3,-1 > } difference{ object{ bola } // object{ pino } object{ furo } } scale 1.2 } # end # macro human (altura) # local altura_bolinha = altura + 1; # local altura_cone = altura - 1; union{ cylinder{ < +0.00, +3.00, altura >, < +0.00, +3.00, +0.00 >, 1.00 texture{ tx_fosca } } sphere{ < 0,+3.00,altura_bolinha >, 1.50 texture{ tx_fosca }} cone{ < +1.00, +3.00, altura_cone >, 1.00 < +3.00, +3.00, altura_cone >, 0.00 texture{ tx_fosca } } scale 2 } #end # macro exercito_alien(m, n) union{ #local kk = 0; #while (kk -0.5) object{ alien (kk/2) translate < kkk*20,(kk-m/2)*20,0 > } #end #local kkk = kkk+1; #end #local kk = kk+1; #end } #end //object{ exercito(5) translate < 0,0,0 > } # macro exercito_human(m,n) union{ #local kk = 0; #while (kk -0.5) object{ human (kk/2+1) translate < -200+kkk*20,(kk-m/2)*20,0 > } #end #local kkk = kkk+1; #end #local kk = kk+1; #end } #end //object{ human (4) translate < 20,0,0 > } #local ma = 6; #local na = 12; object{ exercito_alien(ma,na) translate < 0,0,0 > } #local mh = 12; #local nh = 7; object{ exercito_human(mh,nh) translate < 0,0,0 > } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 200.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 20*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)