// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-09-20 17:27:38 by stolfilocal // ====================================================================== // 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 < 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 } // ====================================================================== // DESCRI��O DA CENA #declare raio = 2.000; // Partes da cena: #declare hiperpeao = union { cylinder { <0, 0, 0>, <0, 0, 0.5>, 1 // center of one end, center of other end, radius texture {tx_plastico} } cone { <0, 0, 0.5>, 0.5 // , center & radius of one end <0, 0, 2>, 0 // , center & radius of the other end texture {tx_plastico} } box { <-1, -1, 2>, <1, 1, 2.2> // near lower left corner, far upper right corner texture {tx_plastico} } } #declare hiperdama = union { box { <-1, -1, 0>, <1, 1, 0.2> // near lower left corner, far upper right corner texture {tx_fosca} } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #macro tabuleiro(fileiras, casas) #local i = 0; #local j = 0; union { #while(j < fileiras) #while(i < casas) #if (mod(casas, 2) = 0) #if (mod(fileiras, 2) = 0) object {hiperpeao translate <0, i, j> rotate 30*z} #else object {hiperdama} #end #end // #else // object {} #local i = i + 1; #end #local j = j + 1; #end } #end #include "eixos.inc" #local nfileiras = 5; #local ncasas = 8; union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object { tabuleiro(nfileiras, ncasas) } union{ object{ eixos(3) } object{ hiperdama } translate 5*<1.0, +0.3, 0.0> } union{ object{ eixos(3) } object{ hiperpeao } translate 5*<1.0, -0.3, 0.0> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 0.6*sqrt(nfileiras*nfileiras + ncasas*ncasas) + 2; #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)