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- POVTEX
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- The Simple Texture Generator for POVRay.
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- POVTEX 1.3a
- Designed and Programmed by
- Ted Wehner
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- Documentation by Ted Wehner and Ken Freer
-
- 1
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-
-
- Disclaimer:
- POVTEX is provided as is, with no guarantee of its
- performance or compatibility. Neither Ted Wehner nor Ken Freer is
- responsible for any damage incurred by use or possession of this
- software. Use of POVTEX is at the user's own risk.
-
- Requirements:
- Microsoft(c) compatible mouse
- SVGA adapter (800x600x256)
- POVRay software
-
-
- Short Description: POVTEX v1.3a was created as an alternative to the manual
- creation of texture files using a standard text processor. POVTEX v1.3a came
- about after using many GUI modellers for POVRay that came with effective,
- though lacking, texture mappers. I felt that the need for a good, solid, easy to
- use texture creator was necessary. In checking the major bulletin boards, I
- discovered that there were no actual texture mappers, so I sat down one Saturday
- evening with a concept in mind. Here it is.
- Although it is easy to use, POVTEX can easily define an infinite number of
- textures. It does NOT, however, offer a tutorial on the usage of POV nor the
- effective use of mapping the actual textures into the edited files. It is not an
- intuitive designer, but an assistant to POVRay. The positive implications of
- POVTEX outnumber its limitations.
- One good thing: no more counting up those blasted braces and having
- POVRay scream at you with an error about "{ expected" and normal or something
- else like that. I have included all of that in the file creator.
- With all of that said and done, here is the rest of the documentation. (I
- guess that wasn't THAT short)
-
- 2
-
-
- Table of Contents
-
- DEFAULT VALUES 3
- PIGMENT 3
- TEXTURE TYPE 3
- GRADIENT X 3
- GRADIENT Y 3
- GRADIENT Z 3
- MARBLE 3
- WOOD 3
- ONION 3
- LEOPARD 4
- GRANITE 4
- BOZO 4
- SPOTTED 4
- MANDEL 4
- RADIAL 4
- CHECKER 4
- HEXAGON 4
- AGATE 4
- COLOR MAP 5
- Sliders 5
- Transparency (filters) 5
- Spread 5
- Pigment Modifiers 5
- NORMAL 6
- BUMPS 6
- DENTS 6
- WRINKLES 6
- RIPPLES 6
- WAVES 6
- NORMAL TURBULENCE 6
- FINISH 7
- DIFFUSE 7
- AMBIENT 7
- CRAND 7
- BRILLIANCE 7
- REFLECTION 7
- REFRACTION 7
- PHONG 7
- SPECULAR 7
- DISK / FILE FUNCTIONS 8
- NEW 8
- LOAD 8
- SAVE 8
- GEN 8
- APPEND 8
-
- 3
-
- Default Values
- All of the values are initially set to the default for POVRay when POVTEX
- is first loaded. Changes from this are for you to make if you choose, though
- they will remain the same if untouched. The documentation to follow does not
- describe the default values for this reason. The only values written to the
- .POV file will be those changes that you make from the default.
-
- Pigment
-
- Texture type
- There are 15 different texture types supported in POVTEX. There are others,
- but these are the least complex and most often used. These textures will
- give you the ease of creation and manipulation of the many colors, as simple
- or complex as you like
-
- The large button to the left of the screen is a selector. This will cycle
- through the 15 different textures in POVTEX. A brief description of these
- follow:
-
- GRADIENT X
- The gradient X has a color map progressing along the X axis of the
- POVRay coordinate system. This is similar to a gradient pattern with
- the "vertical stripes" in a left to right fashion. This color
- progression snaps back to the first color of the map at the end of the
- gradient.
-
- GRADIENT Y
- The gradient Y has a color map progressing along the Y axis of the
- POVRay coordinate system. This is similar to a gradient pattern with
- the "horizontal stripes" in a top to bottom fashion. This color
- progression snaps back to the first color of the map at the end of the
- gradient.
-
- GRADIENT Z
- The gradient Z has a color map progressing along the Z axis of the
- POVRay coordinate system. This is similar to a gradient pattern with
- the "horizontal stripes" in a front to back fashion. This color
- progression snaps back to the first color of the map at the end of the
- gradient.
-
- MARBLE
- The marble color map has a color progression that "ping pongs" from
- the first color to the last color. In essence, the color progresses
- forward, then reverses at the end of the texture. This is a smooth
- transition, unlike the gradients above that stop abruptly and begin
- again. For a true marble effect like you would expect in a rock, you
- will need to use a high turbulence setting.
-
- WOOD
- Like a tree, this textures forms concentric circles around the Z axis.
- It also "ping pongs" the color map.
-
- ONION
- Similar to the wood texture; however this one does NOT "ping pong"
- the color maps.
-
- 4
-
-
- LEOPARD
- The leopard texture is fairly self-explanatory, unless you have never
- set foot into a zoo. The color map has spots of gradient color from
- the last half of the color map while the largest part is created from
- the first half.
-
- GRANITE
- Granite has its roots in the marble texture, but with a lot of webbing
- and intricacies that don't reverse. This is due to a noise function
- built into the granite texture. Play with this one.
-
- BOZO
- This texture is most often used for clouds. It take the noise function
- and maps it onto the surface of an object. The color map does not
- reverse.
-
- SPOTTED
- This one is the same as bozo, but turbulence does not affect it.
-
- MANDEL
- This texture uses the mandelbrot set for its mapping. If you
- are unfamiliar with a Mandelbrot set or have not heard of it, suffice
- it to say that it is complex in its use. I recommend getting a good
- book on it before you dive into this function.
-
- RADIAL
- The radial texture has a color map that wraps around the Y axis. The
- color radiates from the center and maps outward from there.
-
- CHECKER
- This is the checkerboard picnic tablecloth kind of texture. This uses
- two colors, one and two, in its scheme. They alternate and only touch
- the same colors on adjacent corners.
-
- HEXAGON
- This is similar to checker except that it uses three colors and maps
- them onto hexagons instead of squares.
-
- AGATE
- Agate texture is very similar to marble, however it is not affected by
- turbulence. Agate uses its own built-in turbulence function. It has
- a high degree of turbulence. Use in a well-ventilated room (just a
- joke).
-
- 5
- Color Map
- The color map is the heart and soul of the textures. It is the engine
- of POVTEX. The color map represents the complete progression of colors
- in a single texture. The color map is represented by a series of ten
- boxes showing the colors of the current texture.
- Here, it needs to be noted that the colors shown are not the only
- colors that will be rendered in as a part of the texture. These are
- only reference points for you to use while creating your texture.
- POVRay will automatically interpolate the color values from these
- points. The two most important points would be the endpoints, while
- the intermediates are used mostly for those textures that
- have variances, such as multiple hues on a single texture. This is a
- really great area for experimentation.
-
- Sliders
- To edit the color maps, use the mouse to select the color to change.
- Use the sliders to change the values. The sliders are not "grab and
- drag," but are merely indicators for the actual values. Click above
- and below to change the values positive or negative, respectively. The
- number in the box below will reflect the percentage of hues being
- applied to the overall color. The selected box will adapt to those
- changes as well. You will see the true color you are creating for
- that area of the texture.
-
- Transparency (filters)
- Filters depict the amount of light that will pass through the texture
- from that point in the color map. Think of it as varying degrees of
- cellophane wrap over the image. For true transparency, you must have
- white color and 100% filter (not black as might be expected since all
- light must pass through). This is important for mapping clouds onto a
- background plane. Parts of the texture must be totally transparent
- while the remaining area is white with gray edges perhaps in order to
- allow light through. To change transparencies for a specific color,
- simply select the box below the color and type in the percentage of
- transparency.
-
- Spread
- The spreading of colors is to effectively make the gradient more
- smooth. This is used for filling in the color map between two color
- points. To spread colors, use the mouse to select the first color you
- wish to begin your spread. Use the mouse to then press the spread
- button. Finally, select the second color to be in your spread. The
- colors between the first and the second will then automatically spread
- to colors between the two. The filters will also be affected by the
- spread. Spreading can be done from anywhere on the color map and used
- more than once. A spread can be in any direction
-
- Pigment Modifiers
- There are several turbulence selectors, all of which affect the actual
- color map. Turbulence is the degree of perturbation of the mapping of
- the colors onto the object in POVRay. You can imagine this as the form
- of turbulence in the air or smearing a freshly painted canvas with your
- fingers.
- For descriptions of the octave, omega, and lambda modifiers, consult the
- POVRay manual.
- Frequency is the number of color map progressions within the unit cube
- space from zero to one of the POVRay coordinate system. Phase rotates
- the color map.
-
- 6
-
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- Normal
- Normal refers to the normal vector to the surface. This is the vector
- for each point that is perpendicular to the surface at that point.
- The normal modifiers actually distort these vectors so that the
- reflected light at these points produce the illusion of the many
- different surface textures that POVRay supports.
- The following surface textures are supported by POVTEX. After each
- is a brief descriptor of each.
-
- BUMPS
- Bumps are surface protrusions. The bump factor controls the height of
- the bumps. The bump scale controls the apparent width of the bumps.
-
- DENTS
- Dents are surface indentations. The function in a similar manner to
- bumps. The dent factor controls the depth of the dents. The dent
- scale controls the apparent width of the dents.
-
- WRINKLES
- Wrinkles are surface imperfections which create an effect similar to
- the furrows on wrinkled cellophane. Wrinkles scales controls the
- amount of wrinkling. The wrinkle scale controls the apparent size of
- the wrinkles.
-
- RIPPLES
- Ripples are surface modulations creating an effect of the surface of
- water after something small has been dropped into it. Ripples are
- generated from ten points within the unit cube space as if ten small
- stones had been dropped into the water. Ripple factor controls the
- amplitude of the ripples. The ripple scale controls the size of the
- ripples. Ripple frequency specifies the amount of rippling within a
- certain range. Ripple phase shifts the ripples within that space.
-
- WAVES
- Waves are surface modulations creating an effect similar to ripples
- except that the progression of ripples is not evenly spaced. It is a
- more realistic use of the ripple function. As the wave extends beyond
- the focus, the frequency decreases. The wave factor controls the
- amplitude of the waves. Wave scale controls the size of the waves.
- Wave frequency specifies the amount of wave effect within a certain
- range. Wave phase shifts the waves within that space.
-
- NORMAL TURBULENCE
- The normal turbulence is the degree of perturbation of the mapping of
- the surface texture onto the object in POVRay. Again, you can imagine
- this as the form of turbulence in the air or smearing a freshly
- painted canvas with your fingers, only this time with the actual
- surface, not the colors.
- For descriptions of the octave, omega, and lambda modifiers, consult
- the POVRay manual.
- Frequency is the number of surface map progressions within the unit
- cube space from zero to one of the POVRay coordinate system. Phase
- rotates the surface map.
-
- 7
-
-
- Finish
-
- Diffuse
- The diffuse reflection controls how much light is reflected from the
- surface of the object. This represents the percentage of the light
- that is reflected from direct illumination. Think of it as how much
- light will be reflected off the object itself.
-
- Ambient
- Ambient light is the amount of light that is present in the area from
- all sources, the direct and reflected light. It comes from all
- directions and will be seen on any object that may be struck by this
- light. The amount of ambient light can be controlled with this
- feature.
-
- Crand
- The crand function controls the graininess of the surface. This
- simulates the small pits found in concrete, sand, etc. Note: the
- crand function operates on a pixel by pixel basis, so that objects in
- the distance will appear similar to foreground objects.
-
- Brilliance
- Brilliance controls the angle in which light hits the surface,
- creating the amount of shininess on the object. Surfaces may appear
- more metallic by adding brilliance. The default value is 1.0, where
- higher values from 3.0 to about 10.0 cause the light to fall off less.
-
- Reflection
- Reflection is fairly self-explanatory. The reflection controls the
- amount of reflection on the surface of an object, whether it be light
- from the light source or that of another object.
-
- Refraction
- Refraction refers to the bending of the light, direct and ambient,
- when passing through the surface of an object. The only values
- allowed are 0.0 for no refraction or 1.0 for refraction. This is
- best used with objects that are of glass or transparent textures.
-
- Phong
- Phong is the spot of reflected light that one usually sees on spheres
- from the direct light source. A phong value of 1.0 will saturate the
- object with the color of the light source at the center of this
- highlight.
- The phong size controls the size of the highlight. Larger values will
- yield a smaller, tighter spot. If you wish to have no phong on your
- objects, use an extremely high value. Typical values range from 1 to
- 250.
-
- Specular
- Specular is similar to phong, but it uses a more realistic function to
- model the highlight.
- The roughness value defines the size of the spot ranging from 0.0 to
- 1.0 with 1.0 being very rough and yielding a large highlight.
-
- 8
-
-
- Disk / File Functions
- In the shareware version of POVTEX, the LOAD, SAVE, and APPEND
- features are disabled. You can still use NEW and GEN to create your
- files, though registering your product will allow you to fully exploit
- POVTEX.
- New
- New resets all values to their default.
- Path
- Path modifies the POVTEX.PTH file to your desired
- destinations for .INC and .PTX files.
- Load
- Load retrieves a POVTEX .ptx texture file from the drive. All values
- stored within this file will be loaded and applied to the current
- session.
- Save
- Save stores all of the values of the current session in a POVTEX
- exclusive format with the extension of .ptx.
- Gen
- Gen is short of generation; this command will generate an include
- file which can be called or used in a POVRay file. It can be called
- with an #include "filename.inc", where your filename will replace the
- "filename." Put the name of your texture in the texture block of the
- object for which you applied your texture. If the object does not
- already have a texture block, create one with the following lines,
- assuming the name of the texture to be BOB:
-
- object_name
- {
- pigment {
- texture {BOB}
- }
- }
- Note: All textures created in POVTEX are stored in allcaps and must be called
- as such. This is to differentiate your textures from those primitive to
- POVRay.
- Append
- Append performs the same function as GEN, but will append it to a
- previously saved .inc file. This effectively allows you to create
- your own library of textures.
-
-