//ENUCIADO T7 vide foto na galeria // Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-09-30 19:57:13 by jstolfi // ****************** // Robô // ****************** // ====================================================================== // CORES E TEXTURAS background{color rgb <143, 221, 242>/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 < 1, 1, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 0.7529, 0.7529, 0.7529 > } 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 raiz = cone { <0, 0, 0>, 1, <0, 0, 1.8>, 0.85 scale <1.75, 1, 1> texture{tx_fosca} } #declare tronco = cone { <0, 0, 1.3>, 0.85, <0, 0, 3.5>, 1.15 scale <1.75, 1, 1> texture{tx_fosca} } #declare pescoco = cone { <0, 0, 3.25>, 0.8, <0, 0, 5>, 0 texture{tx_fosca} } #declare cabeca = sphere { <0, 0, 5>, 1 texture{tx_fosca} } #declare coxaleft = cone { <-1, 0, 0>, 0.7, <-1, 0, -2.5>, 0.5 texture{tx_fosca} } #declare joelholeft = sphere { <-1, 0, -2.5>, 0.6 texture{tx_fosca} } #declare pernaleft = cone { <-1, 0, -2.5>, 0.5, <-1, 0, -4.5>, 0.4 texture{tx_fosca} } #declare peleft = union{ box { <-1.4, 0.4, -4.8>, <-0.6, -1.6, -4.69> } intersection{ box { <-1.4, 0.4, -4.7>, <-0.6, -1.6, -4.3> } cylinder { <0, 0, -0.1>, <0, 0, -2.1>, 0.4 rotate <-90, 0, 0> translate <-1., 0.4, -4.7> } } texture{tx_fosca} } #declare coxaright = cone { <1, 0, 0>, 0.7, <1, 0, -2.5>, 0.5 texture{tx_fosca} } #declare joelhoright = sphere { <1, 0, -2.5>, 0.6 texture{tx_fosca} } #declare pernaright = cone { <1, 0, -2.5>, 0.5, <1, 0, -4.5>, 0.4 texture{tx_fosca} } #declare peright = union{ box { <1.4, 0.4, -4.8>, <0.6, -1.6, -4.69> } intersection{ box { <1.4, 0.4, -4.7>, <0.6, -1.6, -4.3> } cylinder { <0, 0, -0.1>, <0, 0, -2.1>, 0.4 rotate <-90, 0, 0> translate <1, 0.4, -4.7> } } texture{tx_fosca} } #declare ombroleft = sphere { <-2, 0, 3>, 0.6 texture{tx_fosca} } #declare bracoleft = cylinder { <0, 0, 0>, <0, 0, 2.2>, 0.45 rotate <0, -90, 0> translate <-2.2, 0, 3> texture{tx_fosca} } #declare cotoveloleft = sphere { <-4.4, 0, 3>, 0.5 texture{tx_fosca} } #declare antebracoleft = cone { <0, 0, 0>, 0.4 <0, 0, 2.5>, 0.2 rotate <0, -90, 0> translate <-4.4, 0, 3> texture{tx_fosca} } #declare maoleft = sphere { <0, 0, 0>, 0.1 scale <8, 5, 2> translate <-7.5, 0, 3> texture{tx_fosca} } #declare ombroright = sphere { <2, 0, 3>, 0.6 texture{tx_fosca} } #declare bracoright = cylinder { <0, 0, 0>, <0, 0, 2.2>, 0.45 rotate <0, 90, 0> translate <2.2, 0, 3> texture{tx_fosca} } #declare cotoveloright = sphere { <4.4, 0, 3>, 0.5 texture{tx_fosca} } #declare antebracoright = cone { <0, 0, 0>, 0.4 <0, 0, 2.5>, 0.2 rotate <0, 90, 0> translate <4.4, 0, 3> texture{tx_fosca} } #declare maoright = sphere { <0, 0, 0>, 0.1 scale <8, 5, 2> translate <7.5, 0, 3> texture{tx_fosca} } //X verde positivo //Y red negativo //Z blue positivo #include "eixos.inc" #include "textures.inc" // Aqui est� a cena, finalmente: union{ object{eixos(3.0)} object{raiz} object{tronco} object{pescoco} object{cabeca} object{coxaleft} object{joelholeft} object{pernaleft} object{peleft} object{coxaright} object{joelhoright} object{pernaright} object{peright} object{ombroleft} object{bracoleft} object{cotoveloleft} object{antebracoleft} object{maoleft} object{ombroright} object{bracoright} object{cotoveloright} object{antebracoright} object{maoright} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 10.0; #declare dir_camera = < -10.00, -10.00, 5.00 >; #declare dist_camera = 20*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)