// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-09-30 19:57:13 by jstolfi // ====================================================================== // CORES E TEXTURAS //#include "textures.inc" background{ color rgb < 10/255, 20/255, 30/255 > } #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 0.5 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.90, 0.0, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare tx_xadrez3 = texture{ pigment{ checker color rgb < 0.00, 0.90, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare tx_xadrez2 = texture{ pigment{ checker color rgb < 0.00, 0.0, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 phong 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 >, 0.25 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.2*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare caixa = box{ <-8,-5,-1>, <+8,+5,0> } #declare rosca = torus { 4, 1 // major and minor radius rotate -180*x // so we can see it from the top } #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ eixos(3.00) } // object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } union{ object{ bolota translate < 1,-3,0 > texture{ tx_xadrez } } object{ bolota translate < 1,3,0 > texture{ tx_xadrez } } object{ box{ <-8,-3,1>, <+2,+3,2> } texture{ tx_xadrez2} } object{ cylinder{ < -8, -5.00, 0 >, < -8, +5.00, 0 >, 1*1.50} texture{tx_xadrez}} union{ object{ cylinder{ < -10, 2.00, 5>, < 8, 2.00, 5 >, 0.5*1.50} texture{tx_xadrez2}} object{ cylinder{ < -10, -2.00, 5>, < 8, -2.00, 5>, 0.5*1.50} texture{tx_xadrez2}} object{ box{ <-8,-4,8>, <+2,+4,3> } texture{ tx_xadrez3} } union{ object{ cone{ <-3,0,15>, 0, <-3,0,8>, 2 } texture{ tx_xadrez} } object{ cone{ <-3,4,6>, 2, <-3,8,6>, 0} texture{ tx_xadrez} } object{ bolinha translate < -3,0,15 > texture{ tx_xadrez } } union{ object{ box{ <-2.4,-1.2,15>, <-4.2,1.2,16> } texture{ tx_xadrez3} } object{ bolinha translate < -3,-1.2,15 > texture{ tx_xadrez } } object{ bolinha translate < -3,1.2,15 > texture{ tx_xadrez } } } intersection { object{ box{ <-8,-4,8>, <+2,+4,3> } rotate -45*x texture{ tx_xadrez3} } object{ box{ <-8,-4,6>, <+2,+10,4> } texture{ tx_xadrez2} } } } } difference{ object{ box{ <-8,-3,1>, <+2,+3,3> } texture{ tx_xadrez2} } object{ cylinder{ < -10, 1.00, 2 >, < 8, 1.00, 2>, 0.5*1.50} texture{tx_xadrez2}} } } light_source { <0, 10, -3> color rgb < 200/255, 42/255, 222/255 > spotlight radius 100 falloff 30 tightness 10 point_at <0, 0, 1> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 35.0; #declare dir_camera = < 25.00, 20.00, 30.00 >; #declare dist_camera = 1*raio_cena; #declare intens_luz = 0.50; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)