// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-09-30 19:57:13 by jstolfi // ====================================================================== // 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 < 0.9, 0.9, 0.9 > } finish{ diffuse 0.4 reflection 0.6 *< 1.00, 1.00, 1.00 > 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 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < +2.00, +2.00, +1.00 >, < +2.00, +2.00, -1.00 >, 0.5 } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } // #declare parede = // box{ <-20, +30, -10>, <-20, +30, +20> } #declare fractal = julia_fractal { <-0.1,0.0,-1.00,-0.4> quaternion sqr max_iteration 10 precision 50 texture { tx_xadrez } } #declare donut = torus { 1, .25 } #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ eixos(3.00) } object { chao translate <0,+10,+15> rotate <90, -20, -80>texture { tx_espelho } } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } // object{ bolota translate < 0,0,0 > texture{ tx_espelho } } object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } interior { ior 1.01 } } object{ pino texture{ tx_fosca } } object { fractal translate < +3, +3, +2 > scale 2 } object { donut translate < -3, -3, +2 > texture { tx_espelho } } difference{ object{ bola } object{ furo } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 8.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)