// ====================================================================== // 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 < 1.0, 1.0, 1.0 > } 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 } // ====================================================================== // DESCRICAO DA CENA #declare raio = 1.000; #declare space = 2.000; // Partes da cena: // peao #declare base_peao = cylinder{ < 0, 0.00, 0.00 > < 0, 0.00, 0.50 >, raio texture{ tx_fosca } } #declare coluna_peao = cylinder{ < 0, 0.00, 0.50 > < 0, 0.00, 1.50 >, raio * 0.5 texture{ tx_fosca } } #declare topo_peao = sphere{ < 0, 0.00, 2.00 > raio * 0.8 texture{ tx_fosca } } // peoes #declare peao = union{ object{ base_peao } object{ coluna_peao } object{ topo_peao } } #declare R1 = 4; #declare R2 = 4; #declare R3 = 6; #declare PI = 3.1416; #declare i = 0; #while (i <= 2.0 * PI) #declare peao_x = sin(i) * R1; #declare peao_y = cos(i) * R1; object { peao translate } #declare i = i + (PI / 4); #end // dama #declare base_dama = cylinder{ < -space, 0.00, 0.00 > < -space, 0.00, 0.50 >, raio texture{ tx_fosca } } #declare coluna_dama = cylinder{ < -space, 0.00, 0.50 > < -space, 0.00, 1.50 >, raio * 0.5 texture{ tx_fosca } } #declare topo_dama = cylinder{ < space, 0.00, 1.50 > < space, 0.00, 2.50 >, raio texture{ tx_fosca } } // #declare chao = // box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui est� a cena, finalmente: #declare dama = union{ object{ base_dama } object{ coluna_dama } object{ topo_dama } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 20.0; #declare dir_camera = < 0.00, 45.00, 45.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)