// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-09-14 18:22:13 by stolfilocal // ====================================================================== // 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_espelho = texture{ pigment{ color rgb < 0.1529, 0.1529, 0.1529 > } 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 } // Partes geral #declare cabeca = sphere {<0, 0, 0>, 1 texture {tx_vidro} } #declare base = cylinder { <0, 0, 0>, <0, 0, 0.5>, 2.5 texture {tx_fosca} } //Partes peão #declare corpoP = cone { <0, 0, 0.5>, 2, <0, 0, 5>, 0 texture {tx_fosca} } //Partes dama #declare coroaD = cone { <0, 0, 7.5>, 1.375 <0, 0, 4.5>, 0 texture {tx_fosca} } #declare golaD = cylinder{ <0, 0, 6.5>, <0, 0, 5.5>, 1 texture {tx_espelho} } #declare corpoD = cone { <0, 0, 0.5>, 2, <0, 0, 5.5>, 0 texture {tx_fosca} } #declare peao = union { object{ cabeca translate <0, 0, 5>} object{ corpoP pigment{ color rgb <0.05, 0.05, 0.05>}}//preto object{ base pigment{ color rgb <0.05, 0.05, 0.05>}} } #declare dama = union{ object{ cabeca translate <0, 0, 7>} object{ coroaD pigment{ color rgb <0.05, 0.05, 0.05>}} object{ golaD} object{ corpoD pigment{ color rgb <0.05, 0.05, 0.05>}} object{ base pigment{ color rgb <0.05, 0.05, 0.05>}} } /*#macro tabuleiro (m, n){ #declare ri = 1; #declare re = 2; #declare i = 0; #while ( i < m){ object{ anel} } } #declare anel = difference{ cylinder{ <0,0,0>, <0,0,0.1>, re texture{tx_plastico} } cylinder{ <0,0,0>, <0,0,0.1>, ri texture{tx_plastico} } }*/ #include "eixos.inc" #include "textures.inc" union{ // object{ eixos(10.0)} object{ dama translate <2, 0, 0>} object{ peao translate <-4, 0, 0>} //tabuleiro(2, 3) } #include "camlight.inc" #declare centro_cena = < -1.50, 0.00, 4.00 >; #declare raio_cena = 10.0; #declare dir_camera = < -5.00, -10.00, 3.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)