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textures.inc
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// Persistence of Vision Raytracer 2.0
// Standard textures include file
// See textures.doc for info.
#declare Textures_Inc_Temp = version
#version 2.0
//*****************************************************************************
// STONE PIGMENTS
//*****************************************************************************
// Drew Wells' superb Jade. Color map works nicely with other textures, too.
#declare Jade =
pigment
{marble
turbulence 1.8
color_map
{[0.0, 0.8 color red 0.1 green 0.6 blue 0.1
color red 0.0 green 0.3]
[0.8, 1.001 color red 0.1 green 0.6 blue 0.1
color red 0.0 green 0.2]
}
}
// Classic white marble with red veins. Over-worked, like checkers.
#declare Red_Marble =
pigment
{marble
turbulence 1
color_map
{[0.0, 0.8 color red 0.8 green 0.8 blue 0.6
color red 0.8 green 0.4 blue 0.4]
[0.8, 1.001 color red 0.8 green 0.4 blue 0.4
color red 0.8 green 0.2 blue 0.2]
}
}
// White marble with black veins.
#declare White_Marble =
pigment
{marble
turbulence 1
color_map
{[0.0, 0.8 color red 0.9 green 0.9 blue 0.9
color red 0.5 green 0.5 blue 0.5]
[0.8, 1.01 color red 0.5 green 0.5 blue 0.5
color red 0.2 green 0.2 blue 0.2]
}
}
// Light blue and black marble with a thin red vein
// Try changing LBlue and Vein below to modify the marble.
#declare LBlue = color red 0.0 green 0.6 blue 0.6
#declare Vein = color red 0.6 green 0.0 blue 0.0
#declare Blood_Marble =
pigment
{marble
turbulence 2.3
color_map
{[0.0, 0.8 color Black color LBlue]
[0.8, 0.9 color LBlue color Vein]
[0.9, 1.001 color Vein color Black]
}
}
// a grey blue agate -- kind of purplish.
#declare Blue_Agate =
pigment
{agate
color_map
{[0.0, 0.5 color red 0.30 green 0.30 blue 0.50
color red 0.30 green 0.30 blue 0.50]
[0.5, 0.55 color red 0.30 green 0.30 blue 0.50
color red 0.20 green 0.20 blue 0.30]
[0.55, 0.6 color red 0.20 green 0.20 blue 0.30
color red 0.25 green 0.25 blue 0.35]
[0.6, 0.7 color red 0.25 green 0.25 blue 0.35
color red 0.15 green 0.15 blue 0.26]
[0.7, 0.8 color red 0.15 green 0.15 blue 0.26
color red 0.10 green 0.10 blue 0.20]
[0.8, 0.9 color red 0.10 green 0.10 blue 0.20
color red 0.30 green 0.30 blue 0.50]
[0.9, 1.001 color red 0.30 green 0.30 blue 0.50
color red 0.10 green 0.10 blue 0.20]
}
}
// Deep blue agate -- almost glows.
#declare Sapphire_Agate =
pigment
{agate
color_map
{[0.0, 0.3 color blue 0.9
color blue 0.8]
[0.3, 1.001 color blue 0.8
color blue 0.4]
}
}
// Brown and white agate -- very pretty.
#declare Brown_Agate =
pigment
{agate
color_map
{[0.0, 0.5 color White
color red 0.9 green 0.7 blue 0.6]
[0.5, 0.6 color red 0.9 green 0.7 blue 0.6
color red 0.9 green 0.7 blue 0.4]
[0.6, 1.001 color red 0.9 green 0.7 blue 0.4
color red 0.7 green 0.4 blue 0.2]
}
}
#declare Pink_Granite =
pigment
{granite
color_map
{[0.0, 0.4 color Black color Black]
[0.4, 0.45 color Quartz color Quartz]
[0.45, 0.5 color Quartz color Gray]
[0.5, 0.55 color Gray color Feldspar]
[0.55, 0.8 color Feldspar color Feldspar]
[0.8, 1.0 color Feldspar color Orange]
}
}
//*****************************************************************************
// STONE TEXTURES
//*****************************************************************************
// Gray-pink alabaster or marble. Layers are scaled for a unit object
// and relative to each other.
#declare PinkAlabaster =
// Underlying surface is very subtly mottled with bozo
texture
{pigment
{bozo
turbulence 0.25
color_map
{[0, 1 color red 0.9 green 0.75 blue 0.75
color red 0.6 green 0.6 blue 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, 0.9 color DustyRose filter 1 color DustyRose filter 0.5]
[0.9, 1 color DarkSlateGray color DarkSlateGray]
}
scale 2 // Twice as large as unit shape
}
// I know this seem contradictory, but it seems to work!
finish
{specular 1 roughness 0.0001
phong 0.25 phong_size 75
brilliance 4
}
}
//*****************************************************************************
// SKY PIGMENTS
//*****************************************************************************
// Basic Blue Sky w/ clouds.
#declare Blue_Sky =
pigment
{bozo
turbulence 0.3
color_map
{[0.0, 0.5 color red 0.25 green 0.25 blue 0.5
color red 0.25 green 0.25 blue 0.5]
[0.5, 0.6 color red 0.25 green 0.25 blue 0.5
color red 0.7 green 0.7 blue 0.7]
[0.6, 1.001 color red 0.7 green 0.7 blue 0.7
color red 0.3 green 0.3 blue 0.3]
}
}
// Bright Blue Sky w/ very white clouds.
#declare Bright_Blue_Sky =
pigment
{bozo
turbulence 0.56
color_map
{[0.0, 0.5 color red 0.5 green 0.5 blue 1.0
color red 0.5 green 0.5 blue 1.0]
[0.5, 0.6 color red 0.5 green 0.5 blue 1.0
color red 1.0 green 1.0 blue 1.0]
[0.6, 1.01 color red 1.0 green 1.0 blue 1.0
color red 0.5 green 0.5 blue 0.5]
}
}
// Another sky
#declare Blue_Sky2 =
pigment{
agate
color_map {
[ 0, .3 color Blue color Blue ]
[.3, 1 color Blue color White ]
}
scale .75
}
// Small puffs of white clouds
#declare Blue_Sky3 =
pigment{
granite
turbulence 0.1
color_map {
[ 0, .3 color Blue color Blue ]
[.3, 1 color Blue color White ]
}
scale .75
}
// Red sky w/ yellow clouds -- very surreal.
#declare Blood_Sky =
pigment
{bozo
turbulence 0.5
color_map
{[0.0, 0.5 color red 0.9 green 0.7
color red 0.3 green 0.2]
[0.5, 0.6 color red 0.6 green 0.025
color red 0.9 green 0.7]
[0.6, 1.01 color red 0.6 green 0.025
color red 0.6 green 0.025]
}
}
// 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, 0.4 color red 0.8
color red 0.4 blue 0.4]
[0.4, 0.6 color red 0.4 blue 0.4
color blue 0.2]
[0.6, 1.01 color blue 0.2
color Black]
}
}
// White clouds w/ transparent sky.
#declare Clouds =
pigment
{bozo
turbulence 0
color_map
{[0.0, 0.1 color red 0.8 green 0.8 blue 0.8
color red 0.8 green 0.8 blue 0.8]
[0.1, 0.5 color red 0.8 green 0.8 blue 0.8
color Clear]
[0.5, 1.001 color Clear
color Clear]
}
}
//*****************************************************************************
// WOODEN PIGMENTS
//*****************************************************************************
// Several wooden pigments by Tom Price:
// A light reddish wood.
#declare Cherry_Wood =
pigment
{wood
turbulence 0.3
color_map
{[0.0, 0.8 color red 0.666 green 0.312 blue 0.2
color red 0.666 green 0.312 blue 0.2]
[0.8, 1.01 color red 0.4 green 0.133 blue 0.066
color red 0.2 green 0.065 blue 0.033]
}
}
// A light tan wood with greenish rings.
#declare Pine_Wood =
pigment
{wood
turbulence 0.2
color_map
{[0.0, 0.8 color red 1.0 green 0.71875 blue 0.25
color red 1.0 green 0.71875 blue 0.25]
[0.8, 1.01 color red 0.5 green 0.5 blue 0.066
color red 0.4 green 0.4 blue 0.033]
}
}
// Dark wood with a greenish hue to it.
#declare Dark_Wood =
pigment
{wood
turbulence 0.2
color_map
{[0.0, 0.8 color red 0.42857 green 0.23810 blue 0.04762
color red 0.42857 green 0.23810 blue 0.04762]
[0.8, 1.01 color red 0.4 green 0.333 blue 0.066
color red 0.2 green 0.033 blue 0.033]
}
}
// Light tan wood with brown rings.
#declare Tan_Wood =
pigment
{wood
turbulence 0.1
color_map
{[0.0, 0.8 color red 0.888 green 0.600 blue 0.3
color red 0.888 green 0.600 blue 0.3]
[0.8, 1.01 color red 0.6 green 0.4 blue 0.2
color red 0.4 green 0.3 blue 0.2]
}
}
// A very pale wood with tan rings -- kind of balsa-ish.
#declare White_Wood =
pigment
{wood
turbulence 0.6
color_map
{[0.0, 0.8 color red 0.93 green 0.71 blue 0.532
color red 0.98 green 0.81 blue 0.6]
[0.8, 1.01 color red 0.6 green 0.333 blue 0.266
color red 0.7 green 0.6 blue 0.23]
}
}
// Brown wood - looks stained.
#declare Tom_Wood =
pigment
{wood
turbulence 0.31
color_map
{[0.0, 0.8 color red 0.7 green 0.3
color red 0.7 green 0.3]
[0.8, 1.01 color red 0.5 green 0.2
color red 0.4 green 0.1]
}
}
// 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
{[0.00, 0.10 color red 0.60 green 0.30 blue 0.18
color red 0.60 green 0.30 blue 0.18]
[0.10, 0.90 color red 0.60 green 0.30 blue 0.18
color red 0.30 green 0.15 blue 0.09]
[0.90, 1.0 color red 0.30 green 0.15 blue 0.09
color red 0.30 green 0.15 blue 0.09]
}
}
#declare DMFWood2 =
pigment
{wood
turbulence 0.03
octaves 4
scale <0.05, .05, 1>
color_map
{[0.00, 0.10 color red 0.52 green 0.37 blue 0.26
color red 0.52 green 0.37 blue 0.26]
[0.10, 0.90 color red 0.52 green 0.37 blue 0.26
color red 0.42 green 0.26 blue 0.15]
[0.90, 1.0 color red 0.42 green 0.26 blue 0.15
color red 0.42 green 0.26 blue 0.15]
}
}
#declare DMFWood3 =
pigment
{wood
turbulence 0.05
octaves 2
scale <0.05, .05, 1>
color_map
{[0.00, 0.10 color red 0.4 green 0.133 blue 0.066
color red 0.4 green 0.133 blue 0.066]
[0.10, 0.90 color red 0.4 green 0.133 blue 0.066
color red 0.2 green 0.065 blue 0.033]
[0.90, 1.0 color red 0.2 green 0.065 blue 0.033
color red 0.2 green 0.065 blue 0.033]
}
}
#declare DMFWood4 =
pigment
{wood
turbulence 0.04
octaves 3
scale <0.05, .05, 1>
color_map
{[0.00, 0.10 color red 0.888 green 0.600 blue 0.3
color red 0.888 green 0.600 blue 0.3]
[0.10, 0.90 color red 0.888 green 0.600 blue 0.3
color red 0.6 green 0.4 blue 0.2]
[0.90, 1.0 color red 0.6 green 0.4 blue 0.2
color red 0.6 green 0.4 blue 0.2]
}
}
#declare DMFWood5 =
pigment
{wood
turbulence 0.05
octaves 6
scale <0.075, .075, 1>
color_map
{[0.00, 0.10 color red 0.3 green 0.1 blue 0.05
color red 0.3 green 0.1 blue 0.05]
[0.10, 0.90 color red 0.3 green 0.1 blue 0.05
color red 0.25 green 0.07 blue 0.038]
[0.90, 1.0 color red 0.25 green 0.07 blue 0.038
color red 0.25 green 0.07 blue 0.038]
}
}
// 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
{[0.00, 0.10 color red 0.42 green 0.26 blue 0.15
color red 0.42 green 0.26 blue 0.15]
[0.10, 0.90 color red 0.42 green 0.26 blue 0.15
color red 0.52 green 0.37 blue 0.26]
[0.90, 1.01 color red 0.52 green 0.37 blue 0.26
color red 0.52 green 0.37 blue 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
{[0.00, 0.10 color red 0.60 green 0.30 blue 0.18
color red 0.60 green 0.30 blue 0.18]
[0.10, 0.90 color red 0.60 green 0.30 blue 0.18
color red 0.30 green 0.15 blue 0.09]
[0.90, 1.01 color red 0.30 green 0.15 blue 0.09
color red 0.30 green 0.15 blue 0.09]
}
}
// Wood by Eric Barish
#declare EMBWood1 = texture { /* Bottom wood-grain layer */
pigment {
wood
turbulence 0.05
colour_map {
[0.00 0.34 color red 0.58 green 0.45 blue 0.23
color red 0.65 green 0.45 blue 0.25]
[0.34 0.40 color red 0.65 green 0.45 blue 0.25
color red 0.33 green 0.23 blue 0.13]
[0.40 0.47 color red 0.33 green 0.23 blue 0.13
color red 0.60 green 0.40 blue 0.20]
[0.47 1.00 color red 0.60 green 0.40 blue 0.20
color red 0.25 green 0.15 blue 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 {
[0.00 0.80 color red 1.00 green 1.00 blue 1.00 filter 1.00
color red 1.00 green 0.90 blue 0.80 filter 0.80]
[0.80 1.00 color red 1.00 green 0.90 blue 0.80 filter 0.80
color red 0.30 green 0.20 blue 0.10 filter 0.40]
}
scale 0.25
}
}
// Doug Otwell woods
// Yellow pine, close grained
//
#declare Yellow_Pine = texture {
pigment {
wood
turbulence 0.02
color_map {
[0.000, 0.222 color red 0.808 green 0.671 blue 0.251 filter 0.000
color red 0.808 green 0.671 blue 0.251 filter 0.000]
[0.222, 0.342 color red 0.808 green 0.671 blue 0.251 filter 0.000
color red 0.600 green 0.349 blue 0.043 filter 0.000]
[0.342, 0.393 color red 0.600 green 0.349 blue 0.043 filter 0.000
color red 0.808 green 0.671 blue 0.251 filter 0.000]
[0.393, 0.709 color red 0.808 green 0.671 blue 0.251 filter 0.000
color red 0.808 green 0.671 blue 0.251 filter 0.000]
[0.709, 0.821 color red 0.808 green 0.671 blue 0.251 filter 0.000
color red 0.533 green 0.298 blue 0.027 filter 0.000]
[0.821, 1 color red 0.533 green 0.298 blue 0.027 filter 0.000
color red 0.808 green 0.671 blue 0.251 filter 0.000]
}
scale 0.1
translate <10, 0, 0>
}
}
// Yellow_Pine layer 2
texture {
pigment {
wood
turbulence 0.01
color_map {
[0.000, 0.120 color red 1.000 green 1.000 blue 1.000 filter 1.000
color red 0.702 green 0.412 blue 0.118 filter 0.608]
[0.120, 0.231 color red 0.702 green 0.412 blue 0.118 filter 0.608
color red 0.702 green 0.467 blue 0.118 filter 0.608]
[0.231, 0.496 color red 0.702 green 0.467 blue 0.118 filter 0.608
color red 1.000 green 1.000 blue 1.000 filter 1.000]
[0.496, 0.701 color red 1.000 green 1.000 blue 1.000 filter 1.000
color red 1.000 green 1.000 blue 1.000 filter 1.000]
[0.701, 0.829 color red 1.000 green 1.000 blue 1.000 filter 1.000
color red 0.702 green 0.467 blue 0.118 filter 0.608]
[0.829, 1 color red 0.702 green 0.467 blue 0.118 filter 0.608
color red 1.000 green 1.000 blue 1.000 filter 1.000]
}
scale 0.5
translate <10, 0, 0>
}
}
//
// Rosewood
//
#declare Rosewood = texture {
pigment {
bozo
turbulence 0.04
color_map {
[0.000, 0.256 color red 0.204 green 0.110 blue 0.078 filter 0.000
color red 0.231 green 0.125 blue 0.090 filter 0.000]
[0.256, 0.393 color red 0.231 green 0.125 blue 0.090 filter 0.000
color red 0.247 green 0.133 blue 0.090 filter 0.000]
[0.393, 0.581 color red 0.247 green 0.133 blue 0.090 filter 0.000
color red 0.204 green 0.110 blue 0.075 filter 0.000]
[0.581, 0.726 color red 0.204 green 0.110 blue 0.075 filter 0.000
color red 0.259 green 0.122 blue 0.102 filter 0.000]
[0.726, 0.983 color red 0.259 green 0.122 blue 0.102 filter 0.000
color red 0.231 green 0.125 blue 0.086 filter 0.000]
[0.983, 1 color red 0.231 green 0.125 blue 0.086 filter 0.000
color red 0.204 green 0.110 blue 0.078 filter 0.000]
}
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, 0.139 color red 0.545 green 0.349 blue 0.247 filter 1.000
color red 0.000 green 0.000 blue 0.000 filter 0.004]
[0.139, 0.148 color red 0.000 green 0.000 blue 0.000 filter 0.004
color red 0.000 green 0.000 blue 0.000 filter 0.004]
[0.148, 0.287 color red 0.000 green 0.000 blue 0.000 filter 0.004
color red 0.545 green 0.349 blue 0.247 filter 1.000]
[0.287, 0.443 color red 0.545 green 0.349 blue 0.247 filter 1.000
color red 0.545 green 0.349 blue 0.247 filter 1.000]
[0.443, 0.626 color red 0.545 green 0.349 blue 0.247 filter 1.000
color red 0.000 green 0.000 blue 0.000 filter 0.004]
[0.626, 0.635 color red 0.000 green 0.000 blue 0.000 filter 0.004
color red 0.000 green 0.000 blue 0.000 filter 0.004]
[0.635, 0.843 color red 0.000 green 0.000 blue 0.000 filter 0.004
color red 0.545 green 0.349 blue 0.247 filter 1.000]
[0.843, 1 color red 0.545 green 0.349 blue 0.247 filter 1.000
color red 0.545 green 0.349 blue 0.247 filter 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, 0.171 color red 0.725 green 0.659 blue 0.455 filter 0.000
color red 0.682 green 0.549 blue 0.420 filter 0.000]
[0.171, 0.274 color red 0.682 green 0.549 blue 0.420 filter 0.000
color red 0.557 green 0.451 blue 0.322 filter 0.000]
[0.274, 0.393 color red 0.557 green 0.451 blue 0.322 filter 0.000
color red 0.725 green 0.659 blue 0.455 filter 0.000]
[0.393, 0.564 color red 0.725 green 0.659 blue 0.455 filter 0.000
color red 0.682 green 0.549 blue 0.420 filter 0.000]
[0.564, 0.701 color red 0.682 green 0.549 blue 0.420 filter 0.000
color red 0.482 green 0.392 blue 0.278 filter 0.000]
[0.701, 1 color red 0.482 green 0.392 blue 0.278 filter 0.000
color red 0.725 green 0.659 blue 0.455 filter 0.000]
}
scale <0.2, 0.2, 1>
scale 2
}
}
// Sandalwood layer 2
texture {
pigment {
bozo
turbulence 0.8
color_map {
[0.000, 0.087 color red 0.682 green 0.604 blue 0.380 filter 1.000
color red 0.761 green 0.694 blue 0.600 filter 0.020]
[0.087, 0.226 color red 0.761 green 0.694 blue 0.600 filter 0.020
color red 0.635 green 0.553 blue 0.325 filter 1.000]
[0.226, 0.348 color red 0.635 green 0.553 blue 0.325 filter 1.000
color red 0.761 green 0.694 blue 0.600 filter 0.020]
[0.348, 0.496 color red 0.761 green 0.694 blue 0.600 filter 0.020
color red 0.682 green 0.604 blue 0.380 filter 1.000]
[0.496, 0.565 color red 0.682 green 0.604 blue 0.380 filter 1.000
color red 0.761 green 0.694 blue 0.600 filter 0.020]
[0.565, 0.661 color red 0.761 green 0.694 blue 0.600 filter 0.020
color red 0.682 green 0.604 blue 0.380 filter 1.000]
[0.661, 0.835 color red 0.682 green 0.604 blue 0.380 filter 1.000
color red 0.761 green 0.694 blue 0.600 filter 0.020]
[0.835, 1 color red 0.761 green 0.694 blue 0.600 filter 0.020
color red 0.682 green 0.604 blue 0.380 filter 1.000]
}
scale 0.2
scale 2
}
}
//*****************************************************************************
// SURFACE FINISHES
//*****************************************************************************
// Dull creates a large, soft highlight on the object's surface
#declare Dull = finish {specular 0.5 roughness 0.15}
// Shiny creates a small, tight highlight on the object's surface
#declare Shiny = finish {specular 1 roughness 0.001}
// Phong highlights are less "realistic" than specular, but useful
// for different effects.
// Dull creates a large, soft highlight on the object's surface
#declare Phong_Dull = finish {phong 0.5 phong_size 1}
// Shiny creates a small, tight highlight on the object's surface
#declare Phong_Shiny = finish {phong 1 phong_size 200}
// Very shiny with very tight highlights and a fair amount of reflection
#declare Glossy = finish {specular 1 roughness 0.0001 reflection 0.13}
#declare Phong_Glossy = finish {phong 1 phong_size 300 reflection 0.13}
// Luminous for shadowless skies and light_sources.
#declare Luminous = finish {ambient 1 diffuse 0}
// a perfectly mirrored finish with no highlights
#declare Mirror = finish {ambient 0 diffuse 0 reflection 1}
//*****************************************************************************
// GLASS TEXTURES
//*****************************************************************************
#declare Glass_Finish=
finish
{Shiny
ambient 0
diffuse 0
reflection 0.1
refraction 1
ior 1.5
}
#declare Glass =
texture
{pigment
{color White filter 0.7}
finish
{Glass_Finish}
}
// Probably more of a "Plexiglas" than glass
#declare Glass2 =
texture
{pigment {color Clear}
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
{color red 0.98 green 0.98 blue 0.98 filter 0.9}
finish
{ambient 0.1
diffuse 0.1
specular 0.8
reflection 0.1
refraction 0.9
ior 1.45
roughness 0.0003
phong 1 phong_size 400
}
}
#declare Green_Glass =
texture
{Glass3
pigment {color red 0.8 green 1 blue 0.95 filter 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
// IMPORTANT: They REQUIRE that colors.inc be included BEFORE textures.inc!
#declare Chrome_Texture =
texture
{pigment{color LightGray}
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 texture:
#declare Brass_Texture = texture {pigment{color Brass }finish{Metal}}
#declare Gold_Texture = texture {pigment{color BrightGold}finish{Metal}}
#declare Bronze_Texture = texture {pigment{color Bronze }finish{Metal}}
#declare Copper_Texture = texture {pigment{color Copper }finish{Metal}}
#declare Silver_Texture = texture {pigment{color Silver }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 Bronze_Metal = texture { Bronze_Texture }
#declare Copper_Metal = texture { Copper_Texture }
// A couple highly reflective metal textures.
#declare Polished_Chrome = texture {
pigment { Gray20 }
finish {
ambient 0.1
diffuse 0.7
brilliance 6.0
reflection 0.6
phong 0.8
phong_size 120
}
}
#declare Polished_Brass = texture {
pigment { color red 0.578 green 0.422 blue 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 { color red 0.70 green 0.56 blue 0.37 }
finish {
ambient 0.35
diffuse 1.00
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 }
}
#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 bluer as you go down
#declare Silver1_Colour = color red 0.94 green 0.93 blue 0.83
#declare Silver2_Colour = color red 0.94 green 0.93 blue 0.86
#declare Silver3_Colour = color red 0.94 green 0.93 blue 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 "Black Hills Gold", black, white, and orange specks or splotches.
#declare Brass_Valley =
texture
{pigment
{granite
color_map
{[0.0, 0.3 color Feldspar color Feldspar]
[0.3, 0.6 color Mica color Quartz]
[0.6, 1.001 color Feldspar color Quartz]
}
}
finish
{metallic
brilliance 6.0
reflection 0.75
phong 0.75
}
}
#declare Rusty_Iron =
pigment
{agate
color_map
{[0.0, 0.5 color red 0.21 green 0.1 blue 0.1
color red 0.25 green 0.25 blue 0.01]
[0.5, 0.6 color red 0.25 green 0.25 blue 0.01
color red 0.3 green 0.1 blue 0.1]
[0.6, 1.001 color red 0.15 green 0.1 blue 0.1
color red 0.15 green 0.1 blue 0.1]
}
}
#declare Rust =
pigment
{spotted
color_map
{[0.0, 0.4 color red 0.89 green 0.51 blue 0.28
color red 0.70 green 0.13]
[0.4, 0.5 color red 0.70 green 0.13
color red 0.69 green 0.41 blue 0.08]
[0.5, 0.6 color red 0.69 green 0.41 blue 0.08
color red 0.49 green 0.31 blue 0.28]
[0.6, 1.001 color red 0.49 green 0.31 blue 0.28
color red 0.89 green 0.51 blue 0.28]
}
}
//*****************************************************************************
// 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
{[0.00, 0.25 color Red
color Red]
[0.25, 0.75 color White
color White]
[0.75, 1.001 color Red
color Red]
}
}
// 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 = texture {
pigment
{gradient < 1, 1, 0 >
color_map {
[0.00, 0.25 color Orange
color Orange]
[0.25, 0.75 color Clear
color Clear]
[0.75, 1.001 color Orange
color Orange]
}
}
}
#declare Y_Gradient =
pigment
{gradient y
color_map
{[0.00, 0.33 color Red
color Blue]
[0.33, 0.66 color Blue
color Green]
[0.66, 1.001 color Green
color Red]
}
}
#declare X_Gradient =
pigment
{gradient x
color_map
{[0.00, 0.33 color Red
color Blue]
[0.33, 0.66 color Blue
color White]
[0.66, 1.001 color White
color White]
}
}
// A good wavy water example.
// Requires a sub-plane, and may require scaling to fit your scene.
#declare Water =
texture
{pigment{color Blue filter 0.9}
normal
{ripples 0.75
frequency 10
}
finish
{reflection 0.3
refraction 0.5
ior 1.33
}
}
#declare Cork = texture {
pigment {
granite
color_map {
[0.0, 0.6 color red 0.93 green 0.71 blue 0.532
color red 0.98 green 0.81 blue 0.60]
[0.6, 0.65 color red 0.50 green 0.30 blue 0.20
color red 0.50 green 0.30 blue 0.20]
[0.65, 1.0 color red 0.80 green 0.53 blue 0.46
color red 0.85 green 0.75 blue 0.35]
}
scale 0.25 // Generally looks best scaled
// longer on one axis
}
finish{specular 0.1 roughness 0.5 }// Very dull
}
#version Textures_Inc_Temp
// end of file