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INCLUDE
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TEXTURES.INC
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1998-01-18
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#include "finish.inc"
#ifdef(View_POV_Include_Stack)
# debug "including textures.inc\n"
#end
#local Textures_Inc_Temp = version;
/*
Persistence of Vision Raytracer Version 3.1
Standard textures include file
Contents:
===========================
DMFWood6
NBglass (Norm Bowler)
NBoldglass (Norm Bowler)
NBwinebottle (Norm Bowler)
NBbeerbottle (Norm Bowler)
Ruby_Glass (after Norm Bowler)
Dark_Green_Glass (after Norm Bowler)
Yellow_Glass (after Norm Bowler)
Orange_Glass (after Norm Bowler)
Vicks_Bottle_Glass (after Norm Bowler)
Soft_Silver (Dan Farmer)
New_Penny (Dan Farmer)
Tinny_Brass (Dan Farmer)
Gold_Nugget (Dan Farmer)
Aluminum (Dan Farmer)
Bright_Bronze (Dan Farmer)
Lightening1 (Dan Farmer)
Lightening2 (Dan Farmer)
Brushed_Aluminum (Dan Farmer)
Starfield (Jeff Burton )
Shadow_Clouds (Bill Pulver)
*/
//*****************************************************************************
// STONE PIGMENTS
//*****************************************************************************
#declare Jade_Map =
color_map {
[0.0 rgb <0.1, 0.6, 0.1>]
[0.8 rgb <0.0, 0.3, 0.0>]
[0.8 rgb <0.1, 0.6, 0.1>]
[1.0 rgb <0.0, 0.2, 0.0>]
}
// Drew Wells' superb Jade. Color map works nicely with other textures, too.
#declare Jade =
pigment {
marble
turbulence 1.8
color_map { Jade_Map }
}
#declare Red_Marble_Map =
color_map {
[0.0 rgb <0.8, 0.8, 0.6>]
[0.8 rgb <0.8, 0.4, 0.4>]
[1.0 rgb <0.8, 0.2, 0.2>]
}
// Classic white marble with red veins. Over-worked, like checkers.
#declare Red_Marble =
pigment {
marble
color_map { Red_Marble_Map }
turbulence 1
}
#declare White_Marble_Map =
color_map {
[0.0 rgb <0.9, 0.9, 0.9>]
[0.8 rgb <0.5, 0.5, 0.5>]
[1.0 rgb <0.2, 0.2, 0.2>]
}
// White marble with black veins.
#declare White_Marble =
pigment {
marble
turbulence 1
color_map { White_Marble_Map }
}
// Light blue and black marble with a thin red vein
// Try changing LBlue and Vein below to modify the marble.
#declare LBlue = rgb <0.0, 0.6, 0.6>;
#declare Vein = rgb <0.6, 0.0, 0.0>;
#declare Blood_Marble_Map =
color_map {
[0.0 color 0]
[0.8 color LBlue]
[0.9 color Vein]
[1.0 color 0]
}
#declare Blood_Marble =
pigment {
marble
color_map { Blood_Marble_Map }
turbulence 2.3
}
#declare Blue_Agate_Map =
color_map {
[0.5 rgb <0.30, 0.30, 0.50>]
[0.55 rgb <0.20, 0.20, 0.30>]
[0.6 rgb <0.25, 0.25, 0.35>]
[0.7 rgb <0.15, 0.15, 0.26>]
[0.8 rgb <0.10, 0.10, 0.20>]
[0.9 rgb <0.30, 0.30, 0.50>]
[1.0 rgb <0.10, 0.10, 0.20>]
}
// a grey blue agate -- kind of purplish.
#declare Blue_Agate =
pigment {
agate
color_map { Blue_Agate_Map }
}
#declare Sapphire_Agate_Map =
color_map {
[0.0 rgb <0.0, 0.0, 0.9>]
[0.3 rgb <0.0, 0.0, 0.8>]
[1.0 rgb <0.0, 0.0, 0.4>]
}
// Deep blue agate -- almost glows.
#declare Sapphire_Agate =
pigment {
agate
color_map { Sapphire_Agate_Map }
}
#declare Brown_Agate_Map =
color_map {
[0.0 rgb 0]
[0.5 rgb <0.9, 0.7, 0.6>]
[0.6 rgb <0.9, 0.7, 0.4>]
[1.0 rgb <0.7, 0.4, 0.2>]
}
// Brown and white agate -- very pretty.
#declare Brown_Agate =
pigment {
agate
color_map { Brown_Agate_Map }
}
#declare Pink_Granite_Map =
color_map {
[0.4 rgb 0]
[0.4 rgb <0.85, 0.85, 0.95>]
[0.45 rgb <0.85, 0.85, 0.95>]
[0.5 rgb <0.75, 0.75, 0.75>]
[0.55 rgb <0.82, 0.57, 0.46>]
[0.8 rgb <0.82, 0.57, 0.46>]
[1.0 rgb <1.00, 0.50, 0.00>]
}
#declare Pink_Granite =
pigment {
granite
color_map { Pink_Granite_Map }
}
//*****************************************************************************
// STONE TEXTURES
//*****************************************************************************
// Gray-pink alabaster or marble. Layers are scaled for a unit object
// and relative to each other.
// NOTE: This texture has very tiny dark blue specks that are often
// mistaken for rendering errors. They are not errors. Just a
// strange texture design.
#declare PinkAlabaster =
// Underlying surface is very subtly mottled with bozo
texture {
pigment {
bozo
turbulence 0.25
color_map {
[0 rgb <0.9, 0.75, 0.75>]
[1 rgb <0.6, 0.6, 0.6 >]
}
scale 0.4
}
finish{ ambient 0.25 }
}
// Second layer texture has some filter values, yet a fair amount of color
// Viening is kept quite thin in color map and by the largish scale.
texture {
pigment {
granite
color_map {
[0.0 rgbf <0.52, 0.39, 0.39, 1.0>]
[0.9 rgbf <0.52, 0.39, 0.39, 0.5>]
[0.9 rgbf <0.42, 0.14, 0.55, 0.0>]
}
scale 2
}
finish {
specular 1
roughness 0.0001
phong 0.25
phong_size 75
brilliance 4
}
}
//*****************************************************************************
// SKY PIGMENTS
//*****************************************************************************
#declare Blue_Sky_Map =
color_map {
[0.5 rgb <0.25, 0.25, 0.5>]
[0.6 rgb 0.7]
[1.0 rgb 0.3]
}
// Basic Blue Sky w/ clouds.
#declare Blue_Sky =
pigment {
bozo
color_map { Blue_Sky_Map }
turbulence 0.3
}
// Bright Blue Sky w/ very white clouds.
#declare Bright_Blue_Sky =
pigment {
bozo
turbulence 0.56
color_map {
[0.5 rgb <0.5, 0.5, 1.0>]
[0.6 rgb 1.0]
[1.0 rgb 0.5]
}
}
// Another sky
#declare Blue_Sky2 =
pigment {
agate
color_map {
[0.3 rgb <0, 0, 1>]
[1.0 rgb 1]
}
scale .75
}
// Small puffs of white clouds
#declare Blue_Sky3 =
pigment {
granite
turbulence 0.1
color_map {
[0.3 rgb <0, 0, 1>]
[1.0 rgb 1]
}
scale .75
}
// Red sky w/ yellow clouds -- very surreal.
#declare Blood_Sky =
pigment {
bozo
turbulence 0.5
color_map {
[0.0 rgb <0.9, 0.700, 0.0>]
[0.5 rgb <0.3, 0.200, 0.0>]
[0.5 rgb <0.6, 0.025, 0.0>]
[0.6 rgb <0.9, 0.700, 0.0>]
[0.6 rgb <0.6, 0.025, 0.0>]
}
}
// Black sky with red and purple clouds
// Try adding turbulence values from 0.1 - 5.0 -- CdW
#declare Apocalypse =
pigment {
bozo
color_map {
[0.0 rgb <0.8, 0.0, 0.0>]
[0.4 rgb <0.4, 0.0, 0.4>]
[0.6 rgb <0.0, 0.0, 0.2>]
[1.0 rgb 0.0]
}
}
// White clouds w/ transparent sky.
#declare Clouds =
pigment {
bozo
color_map {
[0.1 rgbf <0.8, 0.8, 0.8, 0.0>]
[0.5 rgbf <1.0, 1.0, 1.0, 1.0>]
}
}
#declare FBM_Clouds =
pigment {
bozo
turbulence 0.65
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 rgb 0.85]
[0.1 rgb 0.75]
[0.5 rgb 0.75]
[0.5 rgbf <1,1,1,1>]
}
scale <6, 1, 6>
}
#declare Shadow_Clouds =
texture { // The blue sky background for the clouds
pigment { rgb <0.196078, 0.6, 0.8> }
finish { ambient 0.7 diffuse 0 }
}
texture { // The upper part of the clouds
pigment { FBM_Clouds }
finish { ambient 1.0 diffuse 0 }
}
texture { // The darker underside of the clouds
pigment { FBM_Clouds translate -0.15*y }
finish { ambient 0.6 diffuse 0 }
}
//*****************************************************************************
// WOODEN PIGMENTS
//*****************************************************************************
// Several wooden pigments by Tom Price:
// A light reddish wood.
#declare Cherry_Wood =
pigment {
wood
turbulence 0.3
color_map {
[0.8 rgb <0.66, 0.31, 0.20>]
[0.8 rgb <0.40, 0.13, 0.06>]
[1.0 rgb <0.20, 0.06, 0.03>]
}
}
// A light tan wood with,ish rings.
#declare Pine_Wood =
pigment {
wood
turbulence 0.2
color_map {
[0.8 rgb <1.0, 0.72, 0.25>]
[0.8 rgb <0.5, 0.50, 0.06>]
[1.0 rgb <0.4, 0.40, 0.03>]
}
}
// Dark wood with a,ish hue to it.
#declare Dark_Wood =
pigment {
wood
turbulence 0.2
color_map {
[0.8 rgb <0.43, 0.24, 0.05>]
[0.8 rgb <0.40, 0.33, 0.06>]
[1.0 rgb <0.20, 0.03, 0.03>]
}
}
// Light tan wood with brown rings.
#declare Tan_Wood =
pigment {
wood
turbulence 0.1
color_map {
[0.8 rgb <0.88, 0.60, 0.30>]
[0.8 rgb <0.60, 0.40, 0.20>]
[1.0 rgb <0.40, 0.30, 0.20>]
}
}
// A very pale wood with tan rings -- kind of balsa-ish.
#declare White_Wood =
pigment {
wood
turbulence 0.6
color_map {
[0.0 rgb <0.93, 0.71, 0.53>]
[0.8 rgb <0.98, 0.81, 0.60>]
[0.8 rgb <0.60, 0.33, 0.27>]
[1.0 rgb <0.70, 0.60, 0.23>]
}
}
// Brown wood - looks stained.
#declare Tom_Wood =
pigment {
wood
turbulence 0.31
color_map {
[0.8 rgb < 0.7, 0.3, 0.0>]
[0.8 rgb < 0.5, 0.2, 0.0>]
[1.0 rgb < 0.4, 0.1, 0.0>]
}
}
// The scaling in these definitions is relative to a unit-sized object
// (radius 1). Note that woods are functionally equivilent to a log lying
// along the z axis. For best results, think like a woodcutter trying to
// extract the nicest board out of that log. A little tilt along the x axis
// will give elliptical rings of grain like you'd expect to find on most
// boards. Experiment.
// (The first five came from DODEC2.POV in the POV Scenefile Library.)
#declare DMFWood1 =
pigment {
wood
turbulence 0.04
octaves 3
scale <0.05, .05, 1>
color_map {
[0.1 rgb <0.60, 0.30, 0.18>]
[0.9 rgb <0.30, 0.15, 0.09>]
}
}
#declare DMFWood2 =
pigment {
wood
turbulence 0.03
octaves 4
scale <0.05, .05, 1>
color_map {
[0.1 rgb <0.52, 0.37, 0.26>]
[0.9 rgb <0.42, 0.26, 0.15>]
}
}
#declare DMFWood3 =
pigment {
wood
turbulence 0.05
octaves 2
scale <0.05, .05, 1>
color_map {
[0.1 rgb <0.4, 0.133, 0.066>]
[0.9 rgb <0.2, 0.065, 0.033>]
}
}
#declare DMFWood4 =
pigment {
wood
turbulence 0.04
octaves 3
scale <0.05, .05, 1>
color_map {
[0.1 rgb <0.888, 0.600, 0.3>]
[0.9 rgb <0.600, 0.400, 0.2>]
}
}
#declare DMFWood5 =
pigment {
wood
turbulence 0.05
octaves 6
scale <0.075, .075, 1>
color_map {
[0.1 rgb <0.30, 0.10, 0.050>]
[0.9 rgb <0.25, 0.07, 0.038>]
}
}
// This is a three-layer wood texture. Renders rather slowly because of
// the transparent layers and the two layers of turbulence, but it looks
// great. Try other colors of "varnish" for simple variations.
#declare DMFWood6 =
texture {
pigment {
wood turbulence 0.04
octaves 3
scale <0.05, .05, 1>
color_map {
[0.1 rgb <0.88, 0.60, 0.4>]
[0.9 rgb <0.60, 0.40, 0.3>]
}
}
finish {
specular 0.25
roughness 0.05
ambient 0.45
diffuse 0.33
reflection 0.15
}
}
texture {
pigment {
wood turbulence <0.1, 0.5, 1>
octaves 5
lambda 3.25
scale <0.15, .5, 1>
color_map {
[0.0 rgbf <0.7, 0.6, 0.4, 0.100>]
[0.1 rgbf <0.8, 0.6, 0.3, 0.500>]
[0.1 rgbf <0.8, 0.6, 0.3, 0.650>]
[0.9 rgbf <0.6, 0.4, 0.2, 0.975>]
[1.0 rgbf <0.6, 0.4, 0.2, 1.000>]
}
rotate <5, 10, 5>
translate -x*2
}
finish {
specular 0.25
roughness 0.0005
ambient .1
diffuse 0.33
}
}
// A "coat of varnish" to modify the overall color of the wood
texture {
pigment { rgbf <0.75, 0.15, 0.0, 0.95> }
finish {
specular 0.25
roughness 0.01
ambient 0
diffuse 0.33
}
}
// Is this really oak? I dunno. Quite light, maybe more like spruce.
#declare DMFLightOak =
pigment {
wood
turbulence 0.05 // For best results, keep this low!
scale <0.2, 0.2, 1> // Scaled for a unit object
color_map {
[0.1 rgb <0.42, 0.26, 0.15>]
[0.9 rgb <0.52, 0.37, 0.26>]
}
}
// Looks like old desk oak if used correctly.
#declare DMFDarkOak =
pigment {
wood
turbulence 0.04 // For best results, keep this low!
octaves 3
scale <0.2, 0.2, 1> // Scaled for a unit object
color_map {
[0.1 rgb <0.60, 0.30, 0.18>]
[0.9 rgb <0.30, 0.15, 0.09>]
}
}
// Wood by Eric Barish
#declare EMBWood1 =
texture { /* Bottom wood-grain layer */
pigment {
wood
turbulence 0.05
color_map {
[0.00 rgb <0.58, 0.45, 0.23>]
[0.34 rgb <0.65, 0.45, 0.25>]
[0.40 rgb <0.33, 0.23, 0.13>]
[0.47 rgb <0.60, 0.40, 0.20>]
[1.00 rgb <0.25, 0.15, 0.05>]
}
}
finish {
crand 0.02
ambient 0.32
diffuse 0.63
phong 0.2
phong_size 10
}
normal { bumps 0.05 }
}
texture { /* top layer, adds small dark spots */
pigment {
bozo
color_map {
[0.0 rgbf <1.00, 1.00, 1.00, 1.00>]
[0.8 rgbf <1.00, 0.90, 0.80, 0.80>]
[1.0 rgbf <0.30, 0.20, 0.10, 0.40>]
}
scale 0.25
}
}
// Doug Otwell woods
// Yellow pine, close grained
//
#declare Yellow_Pine =
texture {
pigment {
wood
turbulence 0.02
color_map {
[0.222 rgb <0.808, 0.671, 0.251>]
[0.342 rgb <0.600, 0.349, 0.043>]
[0.393 rgb <0.808, 0.671, 0.251>]
[0.709 rgb <0.808, 0.671, 0.251>]
[0.821 rgb <0.533, 0.298, 0.027>]
[1.000 rgb <0.808, 0.671, 0.251>]
}
scale 0.1
translate <10, 0, 0>
}
}
// Yellow_Pine layer 2
texture {
pigment {
wood
turbulence 0.01
color_map {
[0.000 rgbf <1.000, 1.000, 1.000, 1.000>]
[0.120 rgbf <0.702, 0.467, 0.118, 0.608>]
[0.496 rgbf <1.000, 1.000, 1.000, 1.000>]
[0.701 rgbf <1.000, 1.000, 1.000, 1.000>]
[0.829 rgbf <0.702, 0.467, 0.118, 0.608>]
[1.000 rgbf <1.000, 1.000, 1.000, 1.000>]
}
scale 0.5
translate <10, 0, 0>
}
}
//
// Rosewood
//
#declare Rosewood =
texture {
pigment {
bozo
turbulence 0.04
color_map {
[0.000 rgb <0.204, 0.110, 0.078>]
[0.256 rgb <0.231, 0.125, 0.090>]
[0.393 rgb <0.247, 0.133, 0.090>]
[0.581 rgb <0.204, 0.110, 0.075>]
[0.726 rgb <0.259, 0.122, 0.102>]
[0.983 rgb <0.231, 0.125, 0.086>]
[1.000 rgb <0.204, 0.110, 0.078>]
}
scale <0.5, 0.5, 1>
translate <10, 0, 0>
}
finish {
ambient 0.5
diffuse 0.8
}
}
// Rosewood layer 2
texture {
pigment {
wood
turbulence 0.04
color_map {
[0.000 rgbf <0.545, 0.349, 0.247, 1.000>]
[0.139 rgbf <0.000, 0.000, 0.000, 0.004>]
[0.148 rgbf <0.000, 0.000, 0.000, 0.004>]
[0.287 rgbf <0.545, 0.349, 0.247, 1.000>]
[0.443 rgbf <0.545, 0.349, 0.247, 1.000>]
[0.626 rgbf <0.000, 0.000, 0.000, 0.004>]
[0.635 rgbf <0.000, 0.000, 0.000, 0.004>]
[0.843 rgbf <0.545, 0.349, 0.247, 1.000>]
}
scale <0.5, 0.5, 1>
translate <10, 0, 0>
}
finish {
ambient 0.5
diffuse 0.8
}
}
//
// Sandalwood ( makes a great burled maple, too)
//
#declare Sandalwood =
texture {
pigment {
bozo
turbulence 0.2
color_map {
[0.000 rgb <0.725, 0.659, 0.455>]
[0.171 rgb <0.682, 0.549, 0.420>]
[0.274 rgb <0.557, 0.451, 0.322>]
[0.393 rgb <0.725, 0.659, 0.455>]
[0.564 rgb <0.682, 0.549, 0.420>]
[0.701 rgb <0.482, 0.392, 0.278>]
[1.000 rgb <0.725, 0.659, 0.455>]
}
scale <0.2, 0.2, 1>
scale 2
}
}
// Sandalwood layer 2
texture {
pigment {
bozo
turbulence 0.8
color_map {
[0.000 rgbf <0.682, 0.604, 0.380, 1.000>]
[0.087 rgbf <0.761, 0.694, 0.600, 0.020>]
[0.226 rgbf <0.635, 0.553, 0.325, 1.000>]
[0.348 rgbf <0.761, 0.694, 0.600, 0.020>]
[0.496 rgbf <0.682, 0.604, 0.380, 1.000>]
[0.565 rgbf <0.761, 0.694, 0.600, 0.020>]
[0.661 rgbf <0.682, 0.604, 0.380, 1.000>]
[0.835 rgbf <0.761, 0.694, 0.600, 0.020>]
[1.000 rgbf <0.682, 0.604, 0.380, 1.000>]
}
scale 0.4
}
}
//*****************************************************************************
// GLASS TEXTURES
//*****************************************************************************
/* Note: New in POV-Ray 3.1, the "ior" keyword is supposed to be
specified in the new "interior{...}" statement.
Under POV-Ray 3.0x and prior, the "refraction" keyword served
two puropses.
1) Turn on refraction: this is no longer necessary. Any use
of the "ior" keyword with a value other than 1.0 will
turn on refraction.
2) Attenuate transparency: Values of "refraction" that are
between 0.0 and 1.0 would attenuate or darken the amount
of light passing through. The same effect can be obtained
by adjusting the filter value. A more realistic effect
can be obtained using the new "fade_power" and "fade_distance"
keywords in the "interior" statement.
These textures and finishes should still work under POV-Ray 3.1
but any new textures you create should make use of the new syntax.
*/
#version -1.0;
#declare Glass_Finish=
finish {
specular 1
roughness 0.001
ambient 0
diffuse 0
reflection 0.1
ior 1.5
}
#declare Glass =
texture {
pigment { rgbf<1.0, 1.0, 1.0, 0.7> }
finish { Glass_Finish }
}
// Probably more of a "Plexiglas" than glass
#declare Glass2 =
texture {
pigment { rgbf <1,1,1,1> }
finish {
ambient 0
diffuse 0
reflection 0.5
refraction 0.85
ior 1.5
phong 0.3
phong_size 60
}
}
// An excellent lead crystal glass!
#declare Glass3 =
texture {
pigment { rgbf <0.98, 0.98, 0.98, 0.9> }
finish {
ambient 0.1
diffuse 0.1
reflection 0.1
refraction 0.9
ior 1.45
specular 0.8
roughness 0.0003
phong 1
phong_size 400
}
}
#declare Green_Glass =
texture {
Glass3
pigment { rgbf <0.8, 1, 0.95, 0.9> }
}
// Glass textures contributed by Norm Bowler, of Richland WA
#declare NBglass =
texture {
pigment { rgbf <0.98, 1.0, 0.99, 0.75> }
finish {
ambient 0.1
diffuse 0.1
reflection .25
ior 1.5
specular 1
roughness .001
}
}
#version 3.1;
#declare NBoldglass=
texture {
NBglass
pigment { rgbf <0.8, 0.9, 0.85, 0.85> }
}
#declare NBwinebottle=
texture {
NBglass
pigment { rgbf <0.4, 0.72, 0.4, 0.6> }
}
#declare NBbeerbottle=
texture {
NBglass
pigment { rgbf <0.7, 0.5, 0.1, 0.6> }
}
// A few color variations on Norm's glass
// Ruby glass
#declare Ruby_Glass =
texture {
NBglass
pigment { rgbf <0.9, 0.1, 0.2, 0.8> }
}
// Dark, glass
#declare Dark_Green_Glass=
texture {
NBglass
pigment { rgbf <0.1, 0.7, 0.8, 0.8> }
}
// Yellow glass
#declare Yellow_Glass=
texture {
NBglass
pigment { rgbf <0.8, 0.8, 0.2, 0.8> }
}
// Orange/Amber glass
#declare Orange_Glass=
texture {
NBglass
pigment { rgbf <1.0, 0.5, 0.0, 0.8> }
}
// Vicks bottle, glass
#declare Vicks_Bottle_Glass=
texture {
NBglass
pigment { rgbf <0.1, 0.15, 0.5, 0.9> }
}
//*****************************************************************************
// METAL FINISHES
//*****************************************************************************
#declare Metal =
finish {
metallic
ambient 0.2
diffuse 0.7
brilliance 6
reflection 0.25
phong 0.75
phong_size 80
}
//*****************************************************************************
// METAL TEXTURES
//*****************************************************************************
// Good looking "metal" textures
#declare Chrome_Texture =
texture {
pigment { rgb <0.658824, 0.658824, 0.658824> }
finish {
ambient 0.3
diffuse 0.7
reflection 0.15
brilliance 8
specular 0.8
roughness 0.1
}
}
// A series of metallic textures using the Metal finish:
#declare Brass_Texture = texture { pigment{ rgb <0.71, 0.65, 0.26>} finish{ Metal }}
#declare Gold_Texture = texture { pigment{ rgb <0.85, 0.85, 0.10>} finish{ Metal }}
#declare Bronze_Texture = texture { pigment{ rgb <0.55, 0.47, 0.14>} finish{ Metal }}
#declare Copper_Texture = texture { pigment{ rgb <0.72, 0.45, 0.20>} finish{ Metal }}
#declare Silver_Texture = texture { pigment{ rgb <0.90, 0.91, 0.98>} finish{ Metal }}
// In the future, please refer to Chrome_Texture by this name. I'd like
// to scrap the old name someday. Ditto with other "_Texture" names!
#declare Chrome_Metal = texture { Chrome_Texture }
#declare Brass_Metal = texture { Brass_Texture }
#declare Bronze_Metal = texture { Bronze_Texture }
#declare Gold_Metal = texture { Gold_Texture }
#declare Silver_Metal = texture { Silver_Texture }
#declare Copper_Metal = texture { Copper_Texture }
// A couple highly reflective metal textures.
#declare Polished_Chrome =
texture {
pigment { rgb <0.2, 0.2, 0.2> }
finish {
ambient 0.1
diffuse 0.7
brilliance 6.0
reflection 0.6
phong 0.8
phong_size 120
}
}
#declare Polished_Brass =
texture {
pigment { rgb <0.578, 0.422, 0.195> }
finish {
metallic
ambient 0.1
diffuse 0.8
brilliance 6.0
reflection 0.4
phong 0.8
phong_size 120
}
}
// Beautiful military brass texture!
#declare New_Brass =
texture {
pigment { rgb <0.70, 0.56, 0.37> }
finish {
ambient 0.35
diffuse 1.0
brilliance 15
phong 0.41
phong_size 5
}
}
// Spun Brass texture for cymbals & such
#declare Spun_Brass =
texture {
New_Brass
normal { waves 0.35 frequency 2 scale 0.01 }
}
// Brushed aluminum (brushed along X axis)
#declare Brushed_Aluminum =
texture {
Chrome_Metal
normal {
bumps -0.5
scale <1, 0.001, 0.001>
}
}
#declare SilverFinish =
finish {
metallic
ambient 0.25
diffuse 0.65
reflection 0.45
brilliance 6
phong 1
phong_size 100
}
// Each of these looks good. Slightly,r as you go down
#declare Silver1_Colour = color rgb <0.94, 0.93, 0.83>;
#declare Silver2_Colour = color rgb <0.94, 0.93, 0.86>;
#declare Silver3_Colour = color rgb <0.94, 0.93, 0.90>;
#declare Silver1 =
texture {
pigment { Silver1_Colour }
finish { SilverFinish }
}
#declare Silver2 =
texture {
pigment { Silver2_Colour }
finish { SilverFinish }
}
#declare Silver3 =
texture {
pigment { Silver3_Colour }
finish { SilverFinish }
}
// Interesting texture -- Give it a try.
// Sort of a "rgb <0.0, 0.0, 0.0> Hills Gold", black, white, and orange specks or splotches.
#declare Brass_Valley =
texture {
pigment {
granite
color_map {
[0.3 rgb <0.82, 0.57, 0.46>]
[0.3 rgb <0.00, 0.00, 0.00>]
[0.6 rgb <0.85, 0.85, 0.95>]
[0.6 rgb <0.82, 0.57, 0.46>]
[1.0 rgb <0.85, 0.85, 0.95>]
}
}
finish {
metallic
brilliance 6.0
reflection 0.75
phong 0.75
}
}
#declare Rust =
texture {
pigment {
granite
color_map {
[0.0 rgb <0.89, 0.51, 0.28>]
[0.4 rgb <0.70, 0.13, 0.00>]
[0.5 rgb <0.69, 0.41, 0.08>]
[0.6 rgb <0.49, 0.31, 0.28>]
[1.0 rgb <0.89, 0.51, 0.28>]
}
}
finish { ambient 0.2 diffuse 0.4 }
}
#declare Rusty_Iron =
texture {
pigment {
granite
color_map {
[0.0 rgb <0.42, 0.20, 0.20>]
[0.5 rgb <0.50, 0.50, 0.02>]
[0.6 rgb <0.60, 0.20, 0.20>]
[0.6 rgb <0.30, 0.20, 0.20>]
}
}
finish { ambient 0.2 diffuse 0.6 }
normal { wrinkles 1 scale 0.1 }
}
#declare Soft_Silver =
texture {
pigment { Silver1_Colour }
finish {
metallic
ambient 0.2
diffuse 0.35
specular 0.85
roughness 0.01
reflection 0.45
brilliance 1.5
}
}
#declare Metallic_Finish =
finish {
metallic
ambient 0.1
diffuse 0.65
specular 0.85
roughness 0.01
reflection 0.45
brilliance 1.5
}
#declare New_Penny =
texture {
pigment { rgb <0.6, 0.45, 0.4> }
finish { Metallic_Finish }
}
#declare Tinny_Brass =
texture {
pigment { rgb <0.70, 0.56, 0.37> }
finish { Metallic_Finish }
}
#declare Gold_Nugget =
texture {
pigment { rgb <0.5, 0.35, 0.25> }
finish { Metallic_Finish }
}
#declare Aluminum =
texture {
pigment { rgb <0.55, 0.5, 0.45> }
finish { Metallic_Finish }
}
#declare Bright_Bronze =
texture {
pigment { rgb <0.36, 0.28, 0.20> }
finish { Metallic_Finish }
}
//*****************************************************************************
// SPECIAL EFFECTS
//*****************************************************************************
// Red & white stripes - Looks best on a y axis Cylinder
// It "spirals" because it's gradient on two axis
#declare Candy_Cane =
pigment {
gradient x+y
color_map {
[0.25 rgb <1,0,0>]
[0.25 rgb <1,1,1>]
[0.75 rgb <1,1,1>]
[0.75 rgb <1,0,0>]
}
}
// Orange and Clear stripes spiral around the texture
// to make an object look like it was "Peeled"
// Now, you too can be M.C. Escher
#declare Peel =
pigment {
gradient x+y
color_map {
[0.25 rgbf <1.0, 0.5, 0.0, 0.0>]
[0.25 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 0.5, 0.0, 0.0>]
}
}
#declare Y_Gradient =
pigment {
gradient y
color_map {
[0.00 rgb <1,0,0>]
[0.33 rgb <0,0,1>]
[0.66 rgb <0,1,0>]
[1.00 rgb <1,0,0>]
}
}
#declare X_Gradient =
pigment {
gradient x
color_map {
[0.00 rgb <1,0,0>]
[0.33 rgb <0,0,1>]
[0.66 rgb <1,1,1>]
}
}
// Wavy water
// Requires a sub-plane, and may require scaling to fit your scene.
#declare Water =
texture {
pigment{ rgbf <0.0, 0.0, 1.0, 0.9> }
normal {
ripples 0.75
frequency 10
}
finish {
reflection 0.3
#version -1.0;
refraction 0.5
ior 1.33
}
#version 3.1;
}
#declare Cork =
texture {
pigment {
granite
color_map {
[0.00 rgb <0.93, 0.71, 0.532>]
[0.60 rgb <0.98, 0.81, 0.60>]
[0.60 rgb <0.50, 0.30, 0.20>]
[0.65 rgb <0.50, 0.30, 0.20>]
[0.65 rgb <0.80, 0.53, 0.46>]
[1.00 rgb <0.85, 0.75, 0.35>]
}
}
finish{
specular 0.1
roughness 0.5
}
scale 0.25 // Generally looks best scaled longer on one axis
}
#declare Lightening_CMap1 =
color_map {
[0.00 rgbf <1,1,1,0>]
[0.15 rgbf <0.94, 0.81, 0.99, 0.65>]
[0.25 rgbf <0.94, 0.81, 0.99, 0.65>]
[0.30 rgbf <0.87, 0.58, 0.98, 0.85>]
[0.40 rgbf <0.87, 0.58, 0.98, 0.85>]
[0.45 rgbf <0.73, 0.16, 0.96, 0.95>]
}
#declare Lightening1 =
texture {
pigment {
marble
color_map { Lightening_CMap1 }
turbulence 0.5
}
finish { ambient 1 }
}
#declare Lightening_CMap2 =
color_map {
[0.00 rgbf <1,1,1,0>]
[0.10 rgbf <0.94, 0.81, 0.99, 0.65>]
[0.20 rgbf <0.94, 0.81, 0.99, 0.65>]
[0.30 rgbf <0.87, 0.58, 0.98, 0.85>]
[0.45 rgbf <0.87, 0.58, 0.98, 0.85>]
[0.65 rgbf <0.73, 0.16, 0.96, 0.95>]
}
#declare Lightening2 =
texture {
pigment {
granite
color_map { Lightening_CMap2 }
turbulence 0.5
}
finish { ambient 1 }
}
// Starfield, by Jeff Burton
#declare Starfield =
texture {
pigment {
granite
color_map {
[0.72 rgb 0.00 ] // No Stars in this area
[0.72 rgb 0.20 ] // Very Very Faint Stars
[0.75 rgb 0.40 ] // Very Very Faint Stars
[0.78 rgb 0.60 ] // Very Faint Stars
[0.81 rgb 0.80 ] // Faint Stars
[0.85 rgb 0.95 ] // Medium White Stars
[0.91 rgb 1.00 ] // White Stars
[0.91 rgb 0.00 ] // No Stars in this area
}
scale .015
}
finish { ambient 1 }
}
#version Textures_Inc_Temp;
// end of file