// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2009-03-09 18:44:03 by stolfi // ====================================================================== // CÂMERA camera{ location 1.5 * < 20.00, 6.50, 4.50 > // Posição do observador. right -0.90*x // Largura RELATIVA da imagem. up 1.2*y // Altura RELATIVA da imagem. sky z // Qual direção é "para cima"? look_at < 12.00, 8.00, 1.00 > // Para onde a câmera está apontando. } // Nota: os parâmetros "right" e "up" devem ter a mesma proporção // que os parâmetros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // FONTES DE LUZ light_source{ 10 * < +50.0, +30.0, +50.0 > // Posição da lâmpada. color rgb 1.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } light_source{ 10 * < +50.0, -10.0, +10.0 > // Posição da lâmpada. color rgb 0.5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } // ====================================================================== // EIXOS DE COORDENADAS #macro eixo(ponta,cor,nome) union{ sphere{ <0,0,0>, 0.02 } cylinder{ <0,0,0>, 0.91*ponta, 0.02 } cone{ 0.90*ponta, 0.06, ponta, 0.00 } texture{ pigment{ color rgb cor } finish{ ambient 0.5 diffuse 0.5 } } } #end #macro eixos(tamanho) union{ object{ eixo( , <1.0,0.2,0.2>, "X") } object{ eixo( <0,tamanho,0>, <0.0,0.8,0.0>, "Y") } object{ eixo( <0,0,tamanho>, <0.3,0.3,1.0>, "Z") } } #end // ====================================================================== // CORES E TEXTURAS #include "nuvens.inc" //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, 0.40, 0.40 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_amarelo = texture{ pigment{ color rgb < 1.00, 0.80, 0.20 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_cinza = texture{ pigment{ color rgb < 0.60, 0.60, 0.60 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.90, 0.70 > } finish{ diffuse 0.1 reflection 0.8*< 1.00, 0.90, 0.70 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.97, 0.98, 1.00 > filter 0.50 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } // ====================================================================== // DESCRIÇÃO DA CENA //#include "retalho.inc" // Exemplos: #declare roda = union{ cylinder{ < 0.00, 0.00, 0.00 >, < +1.00, 0.00, 0.00 >, 1 texture{ tx_cinza } } cylinder{ < 0.90, 0.00, 0.00 >, < +1.10, 0.00, 0.00 >, 0.5 texture{ tx_vidro } } } #declare ex_esfera = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare ex_caixa = box{ < +0.00, +0.00, +3.00 >, < +3.00, +3.00, +0.00 > texture{ tx_fosca } } #declare ex_diferenca = difference{ object{ ex_caixa } union{ object{ ex_esfera } object{ ex_caixa } } } #declare ex_coluna1 = lathe{ bezier_spline 8, < 2.0,0 >,< 1.5,1 >,< 2.0,2 >,< 3.0,3 >, < 3.0,3 >,< 4.0,4 >,< 3.0,5 >,< 2.0,6 > texture{ tx_fosca } } #declare ex_coluna2 = prism{ linear_sweep bezier_spline 0.0, 5.0, 12, < 2.0,0.0 >,< 1.5,1.5 >,< 0.0,2.0 >,< -1.5,1.5 >, < -1.5,1.5 >,< -2.0,0.0 >,< -1.5,-1.5 >,< 0.0,-2.0 >, < 0.0,-2.0 >,< 1.5,-1.5 >,< 1.5,-0.5 >,< 2.0,0.0 > texture{ tx_fosca } } #declare pilar_1 = prism{ linear_sweep bezier_spline 0.0, 9.0, 16, < 0.00, 1.20 >,< -0.20, 0.60 >,< -0.40, 0.40 >,< -0.80, 0.00 >, < -0.80, 0.00 >,< -0.40,-0.40 >,< -0.20,-0.60 >,< 0.00,-1.20 >, < 0.00,-1.20 >,< 0.20,-0.60 >,< 0.40,-0.40 >,< 0.80, 0.00 >, < 0.80, 0.00 >,< 0.40, 0.40 >,< 0.20, 0.60 >,< 0.00, 1.20 > texture{ tx_plastico } } #declare pilar_2 = lathe{ bezier_spline 16, < 0.20, 0.00 >,< 0.80, 1.00 >,< 0.20, 2.00 >,< 0.20, 2.50 >, < 0.20, 2.50 >,< 0.20, 3.00 >,< 0.80, 4.00 >,< 0.80, 4.50 >, < 0.80, 4.50 >,< 0.80, 5.00 >,< 0.20, 6.00 >,< 0.20, 6.50 >, < 0.20, 6.50 >,< 0.20, 7.00 >,< 0.80, 8.00 >,< 0.20, 9.00 > texture{ tx_fosca } } #declare pilar_3 = prism{ conic_sweep bezier_spline 0.0, 1.0, 16, < 0.00, 1.20 >,< -0.20, 0.60 >,< -0.40, 0.40 >,< -0.80, 0.00 >, < -0.80, 0.00 >,< -0.40,-0.40 >,< -0.20,-0.60 >,< 0.00,-1.20 >, < 0.00,-1.20 >,< 0.20,-0.60 >,< 0.40,-0.40 >,< 0.80, 0.00 >, < 0.80, 0.00 >,< 0.40, 0.40 >,< 0.20, 0.60 >,< 0.00, 1.20 > texture{ tx_amarelo } scale < 1,9,1 > } #declare vaso = lathe{ bezier_spline 16, < 0.20, 0.00 >,< 0.80, 1.00 >,< 0.20, 2.00 >,< 0.20, 2.50 >, < 0.20, 2.50 >,< 0.20, 3.00 >,< 0.80, 4.00 >,< 0.80, 4.50 >, < 0.80, 4.50 >,< 0.80, 5.00 >,< 0.20, 6.00 >,< 0.20, 6.50 >, < 0.20, 6.50 >,< 0.20, 7.00 >,< 0.80, 8.00 >,< 0.20, 9.00 > texture{ tx_vidro } } #macro chao( alt ) union{ #local i = 0; #while( i < alt ) box{ < i * -0.40, i * -0.40, i * -0.40 >, < i * 0.40 + 13.00, i * 0.40 + 14.00, (i + 1) * -0.40 > texture{ tx_cinza } } #local i = i + 1; #end } #end #macro colunas( in, jn ) union{ #local i = 0; #local j = 0; #local im = in / 2; #local in = in + 1; #while( j < jn ) #while( i < in ) #if( j < 2 | j > 7 ) object{ pilar_1 rotate 90 * x rotate 90 * z translate < i * 3.50 + 2.00, j * 3.50 + 1.00, 0.00 > scale 0.4 } #else #if( j < 3 | j > 6 ) object{ pilar_2 rotate 90 * x translate < i * 3.50 + 2.00, j * 3.50 + 1.00, 0.00 > scale 0.4 } #else #if( j < 4 | j > 5 ) object{ pilar_3 rotate 90 * x translate < i * 3.50 + 2.00, j * 3.50 + 1.00, 0.00 > scale 0.4 } #end #end #end #local i = i + 1; #end #local j = j + 1; #local i = 0; #end } #end #declare teto = box{ < 0.00, 0.00, 3.60 >, < 13.00, 14.00, 3.80 > texture{ tx_cinza } } #declare altar = box{ < 0.00, 0.00, 0.00 >, < 1.80, 1.80, 1.00 > texture{ tx_fosca } } // Aqui está a cena, finalmente: union{ object{ chao( 3 ) } object{ colunas( 8, 10 ) } object{ teto } object{ altar translate < 1.5, 5.5, 0.0 > } object{ vaso rotate 90 * x translate < 5, 6.4, 0 > scale < 0, 0, 0.2 > } object{ vaso rotate 90 * x translate < 8, 6.4, 0 > scale < 0, 0, 0.2 > } object{ vaso rotate 90 * x translate < 11, 6.4, 0 > scale < 0, 0, 0.2 > } }