// 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 < 219, 218, 213>/255 } #declare tx_plastico = texture{ pigment{ color rgb < 4, 0, 11 >/255 } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 28, 2, 0 >/255 } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 0.7529, 0.7529, 0.7529 > }//prata 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 < 0255, 154, 145 >/255, color rgb < 33, 117, 100 >/255 } finish{ diffuse 0.9 ambient 0.1 } scale 1.5 } // ====================================================================== // DESCRI��O DA CENA #declare raio = 1.80; // Partes da cena: #declare esfAssento = sphere {<0, 0, 0>, 2} #declare boxAssento = box {<-2, -2, -2>, <2, 2, 0>} #declare buracoAssento = sphere {<-7.75, 0, 0>, 6.85} #declare coneBase = cone { <0, 0, -4>, 1.5, <0, 0, -3.25>, 0 } #declare conePerna = cone { <0, 0, -4>, 0.5, <0, 0, 0>, 0 } #declare cilEncostoDentro = cylinder { <-5.7, 0, -0.5>, <-5.7, 0, 4.5>, 4.875 } #declare cilEncostoFora = cylinder { <-7.75, 0, -0.8>, <-7.75, 0, 4.8>, 6.85 } #declare bracoDireito = box {<-1.4, -1.73, 1>, < 1.2, -1.43, 1.3>} #declare bracoEsquerdo = box {<-1.4, 1.73, 1>, <1.2, 1.43, 1.3>} #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #include "textures.inc" // Aqui est� a cena, finalmente: union { object{ eixos(3.0)} object{ chao translate < 0,1,-5 > texture{ tx_xadrez } } object{ conePerna texture{ tx_vidro}} object{ coneBase texture{ Silver_Metal}} object{ bracoDireito texture{ tx_fosca}} object{ bracoEsquerdo texture{ tx_fosca}} } difference { intersection { object{ esfAssento texture { Silver_Metal}} object{ boxAssento texture {tx_fosca}} } object{ buracoAssento texture{ Silver_Metal}} } difference { object{ cilEncostoDentro rotate <0, -15, 0> texture{ tx_fosca}} object{ cilEncostoFora rotate <0, -15, 0> texture{ Silver_Metal}} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = < -5.00, -10.00, 3.00 >; #declare dist_camera = 20*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)