// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-09-30 19:57:13 by jstolfi // ====================================================================== // CORES E TEXTURAS #declare s = seed(1); background{ color rgb < 0.5, 0.5, 0.5 > } #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, 0.00, 0.00 > } 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 #include "direcao_do_sol.inc" #include "parametros.inc" #declare tx_painel = texture {pigment{color rgb <1,0,0>} finish {ambient 1 diffuse 0}}; #declare painel = object { intersection { box { <0, 0, 0>, <-1, 1, 1> // near lower left corner, far upper right corner } box { <-1, 0, 0>, <-2, 1, 1> rotate <45, 0, 0> // // near lower left corner, far upper right corner } } rotate <0,45,0> texture {tx_painel}} ; #declare barra = object { union { box { <0, 0, 0>, <5, 1, 1> pigment {color rgb <0.5,0.5,0.5>}// near lower left corner, far upper right corner } object {painel translate <5, 0, 0.5> } } }; #declare templo = object {union{ object {barra} object {barra rotate 60*z} object {barra rotate 120*z} object {barra rotate 180*z} object {barra rotate 240*z} object {barra rotate 300*z} }}; object {templo} #local dir_sol = direcao_do_sol(lat,lon,mes,hora); #include "camlight.inc" #include "eixos.inc" //eixos(10) #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 8.0; #declare dir_camera = dir_sol; #declare dist_camera = 200 * raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)