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TEXTURES.INC
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1992-07-18
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// Persistence of Vision Raytracer
// Standard textures include file
// See textures.doc for info.
//*****************************************************************************
// STONE TEXTURES
//*****************************************************************************
// A nice Jade. Color map works nicely with other textures, too.
#declare Jade = texture {
marble
turbulence 1.8
colour_map {
[0.0 0.8 colour red 0.1 green 0.6 blue 0.1
colour red 0.0 green 0.3 blue 0.0]
[0.8 1 colour red 0.1 green 0.6 blue 0.1
colour red 0.0 green 0.2 blue 0.0]
}
}
// Classic white marble with red veins. Over-worked, like checkers.
#declare Red_Marble = texture {
marble
turbulence 1.0
colour_map {
[0.0 0.8 colour red 0.8 green 0.8 blue 0.6
colour red 0.8 green 0.4 blue 0.4]
[0.8 1 colour red 0.8 green 0.4 blue 0.4
colour red 0.8 green 0.2 blue 0.2]
}
}
// White marble with black veins.
#declare White_Marble = texture {
marble
turbulence 1.0
colour_map {
[0.0 0.8 colour red 0.9 green 0.9 blue 0.9
colour red 0.5 green 0.5 blue 0.5]
[0.8 1 colour red 0.5 green 0.5 blue 0.5
colour 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 = colour red 0.0 green 0.6 blue 0.6
#declare Vein = colour red 0.6 green 0.0 blue 0.0
#declare Blood_Marble = texture {
marble
turbulence 2.3
colour_map {
[0.0 0.8 colour Black colour LBlue]
[0.8 0.9 colour LBlue colour Vein]
[0.9 1 colour Vein colour Black]
}
}
// a grey blue agate -- kind of purplish.
#declare Blue_Agate = texture {
agate
colour_map {
[0.0 0.5 colour red 0.30 green 0.30 blue 0.50
colour red 0.30 green 0.30 blue 0.50]
[0.5 0.55 colour red 0.30 green 0.30 blue 0.50
colour red 0.20 green 0.20 blue 0.30]
[0.55 0.6 colour red 0.20 green 0.20 blue 0.30
colour red 0.25 green 0.25 blue 0.35]
[0.6 0.7 colour red 0.25 green 0.25 blue 0.35
colour red 0.15 green 0.15 blue 0.26]
[0.7 0.8 colour red 0.15 green 0.15 blue 0.26
colour red 0.10 green 0.10 blue 0.20]
[0.8 0.9 colour red 0.10 green 0.10 blue 0.20
colour red 0.30 green 0.30 blue 0.50]
[0.9 1 colour red 0.30 green 0.30 blue 0.50
colour red 0.10 green 0.10 blue 0.20]
}
}
// Deep blue agate -- almost glows.
#declare Sapphire_Agate = texture {
agate
colour_map {
[0.0 0.3 colour red 0.0 green 0.0 blue 0.9
colour red 0.0 green 0.0 blue 0.8]
[0.3 1 colour red 0.0 green 0.0 blue 0.8
colour red 0.0 green 0.0 blue 0.4]
}
}
// Brown and white agate -- very pretty.
#declare Brown_Agate = texture {
agate
colour_map {
[0.0 0.5 colour red 1.0 green 1.0 blue 1.0
colour red 0.9 green 0.7 blue 0.6]
[0.5 0.6 colour red 0.9 green 0.7 blue 0.6
colour red 0.9 green 0.7 blue 0.4]
[0.6 1 colour red 0.9 green 0.7 blue 0.4
colour red 0.7 green 0.4 blue 0.2]
}
}
#declare Pink_Granite = texture {
granite
turbulence 0
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]
}
}
// 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 {
ambient 0.25
bozo
turbulence 0.25
color_map {
[0.0 1.0 color red 0.9 green 0.75 blue 0.75
color red 0.6 green 0.6 blue 0.6 ]
}
scale <.4 .4 .4>
}
// Second layer texture has some alpha values, yet a fair amount of color
// Viening is kept quite thin in color map and by the largish scale.
texture {
granite
color_map {
[0.0 0.9 color DustyRose alpha 1 color DustyRose alpha 0.5 ]
[0.9 1.0 color DarkSlateGray color DarkSlateGray ]
}
// I know this seem contradictory, but it seems to work!
specular 1.0 roughness 0.001
phong 0.25 phong_size 75
brilliance 4
scale <2 2 2> // Twice as large as unit shape
}
//*****************************************************************************
// SKY TEXTURES
//*****************************************************************************
// Basic Blue Sky w/ clouds.
#declare Blue_Sky = texture {
bozo
turbulence 0.3
colour_map {
[0.0 0.5 colour red 0.25 green 0.25 blue 0.5
colour red 0.25 green 0.25 blue 0.5]
[0.5 0.6 colour red 0.25 green 0.25 blue 0.5
colour red 0.7 green 0.7 blue 0.7]
[0.6 1 colour red 0.7 green 0.7 blue 0.7
colour red 0.3 green 0.3 blue 0.3]
}
}
// Bright Blue Sky w/ very white clouds.
#declare Bright_Blue_Sky = texture {
bozo
turbulence 0.56
colour_map {
[0.0 0.5 colour red 0.5 green 0.5 blue 1.0
colour red 0.5 green 0.5 blue 1.0]
[0.5 0.6 colour red 0.5 green 0.5 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
[0.6 1 colour red 1.0 green 1.0 blue 1.0
colour red 0.5 green 0.5 blue 0.5]
}
}
// Another sky
#declare Blue_Sky2 =
texture {
agate
color_map {
[ 0 .3 color Blue color Blue ]
[.3 1 color Blue color White ]
}
scale <.75 .15 .75>
}
// Small puffs of white clouds
#declare Blue_Sky3 =
texture {
granite
turbulence 0.1
color_map {
[ 0 .3 color Blue color Blue ]
[.3 1 color Blue color White ]
}
scale <.75 .15 .75>
}
// Red sky w/ yellow clouds -- very surreal.
#declare Blood_Sky = texture {
bozo
turbulence 0.5
colour_map {
[0.0 0.5 colour red 0.9 green 0.7 blue 0.0
colour red 0.3 green 0.2 blue 0.0]
[0.5 0.6 colour red 0.6 green 0.025 blue 0.0
colour red 0.9 green 0.7 blue 0.0]
[0.6 1 colour red 0.6 green 0.025 blue 0.0
colour red 0.6 green 0.025 blue 0.0]
}
}
// Black sky with red and purple clouds
// Try adding turbulence values from 0.1 - 5.0 -- CdW
#declare Apocalypse = texture {
bozo
colour_map {
[0.0 0.4 colour red 0.8 green 0.0 blue 0.0
colour red 0.4 green 0.0 blue 0.4]
[0.4 0.6 colour red 0.4 green 0.0 blue 0.4
colour red 0.0 green 0.0 blue 0.2]
[0.6 1 colour red 0.0 green 0.0 blue 0.2
colour red 0.0 green 0.0 blue 0.0]
}
}
// White clouds w/ transparent sky.
#declare Clouds = texture {
bozo
turbulence 0.0
colour_map {
[0.0 0.1 colour red 0.8 green 0.8 blue 0.8
colour red 0.8 green 0.8 blue 0.8]
[0.1 0.5 colour red 0.8 green 0.8 blue 0.8 alpha 0.0
colour red 1.0 green 1.0 blue 1.0 alpha 1.0 ]
[0.5 1 colour red 1.0 green 1.0 blue 1.0 alpha 1.0
colour red 1.0 green 1.0 blue 1.0 alpha 1.0]
}
}
//*****************************************************************************
// WOODEN TEXTURES
//*****************************************************************************
// A light reddish wood.
#declare Cherry_Wood = texture {
wood
turbulence 0.3
colour_map {
[0.0 0.8 colour red 0.666 green 0.312 blue 0.2
colour red 0.666 green 0.312 blue 0.2]
[0.8 1 colour red 0.4 green 0.133 blue 0.066
colour red 0.2 green 0.065 blue 0.033]
}
}
// A light tan wood with greenish rings.
#declare Pine_Wood = texture {
wood
turbulence 0.2
colour_map {
[0.0 0.8 colour red 1.0 green 0.71875 blue 0.25
colour red 1.0 green 0.71875 blue 0.25]
[0.8 1 colour red 0.5 green 0.5 blue 0.066
colour red 0.4 green 0.4 blue 0.033]
}
}
// Dark wood with a greenish hue to it.
#declare Dark_Wood = texture {
wood
turbulence 0.2
colour_map {
[0.0 0.8 colour red 0.42857 green 0.23810 blue 0.04762
colour red 0.42857 green 0.23810 blue 0.04762]
[0.8 1 colour red 0.4 green 0.333 blue 0.066
colour red 0.2 green 0.033 blue 0.033]
}
}
// Light tan wood with brown rings.
#declare Tan_Wood = texture {
wood
turbulence 0.1
colour_map {
[0.0 0.8 colour red 0.888 green 0.600 blue 0.3
colour red 0.888 green 0.600 blue 0.3]
[0.8 1 colour red 0.6 green 0.4 blue 0.2
colour red 0.4 green 0.3 blue 0.2]
}
}
// A very pale wood with tan rings -- kind of balsa-ish.
#declare White_Wood = texture {
wood
turbulence 0.6
colour_map {
[0.0 0.8 colour red 0.93 green 0.71 blue 0.532
colour red 0.98 green 0.81 blue 0.6]
[0.8 1 colour red 0.6 green 0.333 blue 0.266
colour red 0.7 green 0.6 blue 0.23]
}
}
// Brown wood - looks stained.
#declare Tom_Wood = texture {
wood
turbulence 0.31
colour_map {
[0.0 0.8 colour red 0.7 green 0.3 blue 0.0
colour red 0.7 green 0.3 blue 0.0]
[0.8 1 colour red 0.5 green 0.2 blue 0.0
colour red 0.4 green 0.1 blue 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-Ray Scenefile Library.)
#declare DMFWood1 = texture {
wood
turbulence 0.04
octaves 3
scale <0.05 .05 1>
colour_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 = texture {
wood
turbulence 0.03
octaves 4
scale <0.05 .05 1>
colour_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 = texture {
wood
turbulence 0.05
octaves 2
scale <0.05 .05 1>
colour_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 = texture {
wood
turbulence 0.04
octaves 3
scale <0.05 .05 1>
colour_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 = texture {
wood
turbulence 0.05
octaves 6
scale <0.075 .075 1>
colour_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 = texture {
wood
turbulence 0.05 // For best results, keep this low!
scale <0.2 0.2 1> // Scaled or a unit object
colour_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 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 = texture {
wood
turbulence 0.04 // For best results, keep this low!
octaves 3
scale <0.2 0.2 1> // Scaled or a unit object
colour_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 color red 0.30 green 0.15 blue 0.09
color red 0.30 green 0.15 blue 0.09 ]
}
}
// Doug Otwell woods
// Yellow pine, close grained
//
#declare Yellow_Pine = texture {
wood
turbulence 0.02
colour_map {
[0.000 0.222 colour red 0.808 green 0.671 blue 0.251 alpha 0.000
colour red 0.808 green 0.671 blue 0.251 alpha 0.000]
[0.222 0.342 colour red 0.808 green 0.671 blue 0.251 alpha 0.000
colour red 0.600 green 0.349 blue 0.043 alpha 0.000]
[0.342 0.393 colour red 0.600 green 0.349 blue 0.043 alpha 0.000
colour red 0.808 green 0.671 blue 0.251 alpha 0.000]
[0.393 0.709 colour red 0.808 green 0.671 blue 0.251 alpha 0.000
colour red 0.808 green 0.671 blue 0.251 alpha 0.000]
[0.709 0.821 colour red 0.808 green 0.671 blue 0.251 alpha 0.000
colour red 0.533 green 0.298 blue 0.027 alpha 0.000]
[0.821 1 colour red 0.533 green 0.298 blue 0.027 alpha 0.000
colour red 0.808 green 0.671 blue 0.251 alpha 0.000]
}
scale <0.1 0.1 0.1>
translate <10 0 0>
}
// Yellow_Pine layer 2
texture {
wood
turbulence 0.01
colour_map {
[0.000 0.120 colour red 1.000 green 1.000 blue 1.000 alpha 1.000
colour red 0.702 green 0.412 blue 0.118 alpha 0.608]
[0.120 0.231 colour red 0.702 green 0.412 blue 0.118 alpha 0.608
colour red 0.702 green 0.467 blue 0.118 alpha 0.608]
[0.231 0.496 colour red 0.702 green 0.467 blue 0.118 alpha 0.608
colour red 1.000 green 1.000 blue 1.000 alpha 1.000]
[0.496 0.701 colour red 1.000 green 1.000 blue 1.000 alpha 1.000
colour red 1.000 green 1.000 blue 1.000 alpha 1.000]
[0.701 0.829 colour red 1.000 green 1.000 blue 1.000 alpha 1.000
colour red 0.702 green 0.467 blue 0.118 alpha 0.608]
[0.829 1 colour red 0.702 green 0.467 blue 0.118 alpha 0.608
colour red 1.000 green 1.000 blue 1.000 alpha 1.000]
}
scale <0.5 0.5 0.5>
translate <10 0 0>
}
//
// Rosewood
//
#declare Rosewood = texture {
bozo
turbulence 0.04
colour_map {
[0.000 0.256 colour red 0.204 green 0.110 blue 0.078 alpha 0.000
colour red 0.231 green 0.125 blue 0.090 alpha 0.000]
[0.256 0.393 colour red 0.231 green 0.125 blue 0.090 alpha 0.000
colour red 0.247 green 0.133 blue 0.090 alpha 0.000]
[0.393 0.581 colour red 0.247 green 0.133 blue 0.090 alpha 0.000
colour red 0.204 green 0.110 blue 0.075 alpha 0.000]
[0.581 0.726 colour red 0.204 green 0.110 blue 0.075 alpha 0.000
colour red 0.259 green 0.122 blue 0.102 alpha 0.000]
[0.726 0.983 colour red 0.259 green 0.122 blue 0.102 alpha 0.000
colour red 0.231 green 0.125 blue 0.086 alpha 0.000]
[0.983 1 colour red 0.231 green 0.125 blue 0.086 alpha 0.000
colour red 0.204 green 0.110 blue 0.078 alpha 0.000]
}
scale <0.5 0.5 1>
translate <10 0 0>
ambient 0.5
diffuse 0.8
}
// Rosewood layer 2
texture {
wood
turbulence 0.04
colour_map {
[0.000 0.139 colour red 0.545 green 0.349 blue 0.247 alpha 1.000
colour red 0.000 green 0.000 blue 0.000 alpha 0.004]
[0.139 0.148 colour red 0.000 green 0.000 blue 0.000 alpha 0.004
colour red 0.000 green 0.000 blue 0.000 alpha 0.004]
[0.148 0.287 colour red 0.000 green 0.000 blue 0.000 alpha 0.004
colour red 0.545 green 0.349 blue 0.247 alpha 1.000]
[0.287 0.443 colour red 0.545 green 0.349 blue 0.247 alpha 1.000
colour red 0.545 green 0.349 blue 0.247 alpha 1.000]
[0.443 0.626 colour red 0.545 green 0.349 blue 0.247 alpha 1.000
colour red 0.000 green 0.000 blue 0.000 alpha 0.004]
[0.626 0.635 colour red 0.000 green 0.000 blue 0.000 alpha 0.004
colour red 0.000 green 0.000 blue 0.000 alpha 0.004]
[0.635 0.843 colour red 0.000 green 0.000 blue 0.000 alpha 0.004
colour red 0.545 green 0.349 blue 0.247 alpha 1.000]
[0.843 1 colour red 0.545 green 0.349 blue 0.247 alpha 1.000
colour red 0.545 green 0.349 blue 0.247 alpha 1.000]
}
scale <0.5 0.5 1>
translate <10 0 0>
ambient 0.5
diffuse 0.8
}
//
// Sandalwood ( makes a great burled maple, too)
//
#declare Sandalwood = texture {
bozo
turbulence 0.2
colour_map {
[0.000 0.171 colour red 0.725 green 0.659 blue 0.455 alpha 0.000
colour red 0.682 green 0.549 blue 0.420 alpha 0.000]
[0.171 0.274 colour red 0.682 green 0.549 blue 0.420 alpha 0.000
colour red 0.557 green 0.451 blue 0.322 alpha 0.000]
[0.274 0.393 colour red 0.557 green 0.451 blue 0.322 alpha 0.000
colour red 0.725 green 0.659 blue 0.455 alpha 0.000]
[0.393 0.564 colour red 0.725 green 0.659 blue 0.455 alpha 0.000
colour red 0.682 green 0.549 blue 0.420 alpha 0.000]
[0.564 0.701 colour red 0.682 green 0.549 blue 0.420 alpha 0.000
colour red 0.482 green 0.392 blue 0.278 alpha 0.000]
[0.701 1 colour red 0.482 green 0.392 blue 0.278 alpha 0.000
colour red 0.725 green 0.659 blue 0.455 alpha 0.000]
}
scale <0.2 0.2 1>
scale <2 2 2>
}
// Sandalwood layer 2
texture {
bozo
turbulence 0.8
colour_map {
[0.000 0.087 colour red 0.682 green 0.604 blue 0.380 alpha 1.000
colour red 0.761 green 0.694 blue 0.600 alpha 0.020]
[0.087 0.226 colour red 0.761 green 0.694 blue 0.600 alpha 0.020
colour red 0.635 green 0.553 blue 0.325 alpha 1.000]
[0.226 0.348 colour red 0.635 green 0.553 blue 0.325 alpha 1.000
colour red 0.761 green 0.694 blue 0.600 alpha 0.020]
[0.348 0.496 colour red 0.761 green 0.694 blue 0.600 alpha 0.020
colour red 0.682 green 0.604 blue 0.380 alpha 1.000]
[0.496 0.565 colour red 0.682 green 0.604 blue 0.380 alpha 1.000
colour red 0.761 green 0.694 blue 0.600 alpha 0.020]
[0.565 0.661 colour red 0.761 green 0.694 blue 0.600 alpha 0.020
colour red 0.682 green 0.604 blue 0.380 alpha 1.000]
[0.661 0.835 colour red 0.682 green 0.604 blue 0.380 alpha 1.000
colour red 0.761 green 0.694 blue 0.600 alpha 0.020]
[0.835 1 colour red 0.761 green 0.694 blue 0.600 alpha 0.020
colour red 0.682 green 0.604 blue 0.380 alpha 1.000]
}
scale <0.2 0.2 2.0>
scale <2 2 2>
}
//*****************************************************************************
// SURFACE TEXTURES
//*****************************************************************************
// Dull creates a large, soft highlight on the object's surface
#declare Dull = texture { specular 0.5 roughness 0.15 }
// Shiny creates a small, tight highlight on the object's surface
#declare Shiny = texture { specular 1.0 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 = texture { phong 0.5 phong_size 1 }
// Shiny creates a small, tight highlight on the object's surface
#declare Phong_Shiny = texture { phong 1.0 phong_size 200 }
// Very shiny with very tight highlights and a fair amount of reflection
#declare Glossy = texture { specular 1.0 roughness 0.001 reflection 0.13}
#declare Phong_Glossy = texture {phong 1 phong_size 300 reflection 0.13}
// Luminous for shadowless skies and light_sources.
#declare Luminous = texture { ambient 1.0 diffuse 0.0 }
// a perfectly mirrored texture with no highlights
#declare Mirror = texture {
ambient 0.0
diffuse 0.0
reflection 1.0
}
#declare Glass = texture {
Shiny
color red 1.0 green 1.0 blue 1.0 alpha 0.7
ambient 0.0
diffuse 0.0
reflection 0.1
refraction 1.0
ior 1.5
}
// Probably more of a "Plexiglas" than glass
#declare Glass2 = texture {
color red 1.0 green 1.0 blue 1.0 alpha 1.0
ambient 0.0
diffuse 0.0
reflection 0.5
refraction 0.85
ior 1.5
phong 0.3
phong_size 60
}
// An excellent lead crystal glass!
#declare Glass3 = texture {
color red 0.98 green 0.98 blue 0.98 alpha 0.9
ambient 0.1
diffuse 0.1
specular 0.8
reflection 0.1
refraction 0.9
ior 1.45
roughness 0.001
phong 1 phong_size 400
}
#declare Green_Glass = texture {
Glass3
color red 0.8 green 1 blue 0.95 alpha 0.9
}
//*****************************************************************************
// METAL TEXTURES
//*****************************************************************************
// Good looking "metal" textures
// IMPORTANT: They REQUIRE that colors.inc be included BEFORE textures.inc!
#declare Chrome_Texture = texture {
ambient 0.3
diffuse 0.7
reflection 0.15
brilliance 8.0
specular 0.8
roughness 0.1
color LightGray
}
// You need to specify a color when Metal is used
#declare Metal = texture {
metallic
ambient 0.2
diffuse 0.7
brilliance 6.0
reflection 0.25
phong 0.75
phong_size 80
}
// A series of metallic textures using the Metal texture:
#declare Brass_Texture = texture { Metal colour Brass }
#declare Gold_Texture = texture { Metal colour BrightGold }
#declare Bronze_Texture = texture { Metal colour Bronze }
#declare Copper_Texture = texture { Metal colour Copper }
#declare Silver_Texture = texture { Metal color Silver }
// 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 Gold_Metal = texture { Gold_Texture }
#declare Bronze_Metal = texture { Bronze_Texture }
#declare Copper_Metal = texture { Copper_Texture }
#declare Silver_Metal = texture { Metal color Silver }
// Interesting texture -- Give it a try.
// Sort of a "Black Hills Gold", black, white, and orange specks or splotches.
#declare Brass_Valley = texture {
granite
metallic
brilliance 6.0
reflection 0.75
phong 0.75
color_map {
[0.0 0.3 color Feldspar color Feldspar]
[0.3 0.6 color Mica color Quartz]
[0.6 1 color Feldspar color Quartz]
}
}
#declare Rusty_Iron = texture {
agate
colour_map {
[0.0 0.5 colour red 0.21 green 0.1 blue 0.1
colour red 0.25 green 0.25 blue 0.01]
[0.5 0.6 colour red 0.25 green 0.25 blue 0.01
colour red 0.3 green 0.1 blue 0.1]
[0.6 1 colour red 0.15 green 0.1 blue 0.1
colour red 0.15 green 0.1 blue 0.1]
}
}
#declare Rust = texture {
spotted
colour_map {
[0.0 0.4 colour red 0.89 green 0.51 blue 0.28
colour red 0.70 green 0.13 blue 0.00]
[0.4 0.5 colour red 0.70 green 0.13 blue 0.00
colour red 0.69 green 0.41 blue 0.08]
[0.5 0.6 colour red 0.69 green 0.41 blue 0.08
colour red 0.49 green 0.31 blue 0.28]
[0.6 1 colour red 0.49 green 0.31 blue 0.28
colour 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 = texture {
gradient < 1.0 1.0 0.0 >
colour_map {
[0.00 0.25 colour red 1.0 green 0.0 blue 0.0
colour red 1.0 green 0.0 blue 0.0]
[0.25 0.75 colour red 1.0 green 1.0 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
[0.75 1 colour red 1.0 green 0.0 blue 0.0
colour red 1.0 green 0.0 blue 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 = texture {
gradient < 1.0 1.0 0.0 >
colour_map {
[0.00 0.25 colour Orange
colour Orange]
[0.25 0.75 colour Clear
colour Clear]
[0.75 1.001 colour Orange
colour Orange]
}
}
#declare Y_Gradient = texture {
gradient < 0.0 1.0 0.0 >
colour_map {
[0.00 0.33 colour red 1.0 green 0.0 blue 0.0
colour red 0.0 green 0.0 blue 1.0]
[0.33 0.66 colour red 0.0 green 0.0 blue 1.0
colour red 0.0 green 1.0 blue 0.0]
[0.66 1 colour red 0.0 green 1.0 blue 0.0
colour red 1.0 green 0.0 blue 0.0]
}
}
#declare X_Gradient = texture {
gradient < 1.0 0.0 0.0 >
colour_map {
[0.00 0.33 colour red 1.0 green 0.0 blue 0.0
colour red 0.0 green 0.0 blue 1.0]
[0.33 0.66 colour red 0.0 green 0.0 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
[0.66 1 colour red 1.0 green 1.0 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
}
}
// A good wavy water example.
// Requires a sub-plane, and may require scaling to fit your scene.
#declare Water = texture {
colour Blue alpha 0.9
ripples 0.75
frequency 10.0
reflection 0.3
refraction 0.5
ior 1.33
}
#declare Cork = texture {
granite
colour_map {
[0.0 0.6 colour red 0.93 green 0.71 blue 0.532
colour red 0.98 green 0.81 blue 0.60]
[0.6 0.65 colour red 0.50 green 0.30 blue 0.20
colour red 0.50 green 0.30 blue 0.20]
[0.65 1.0 colour red 0.80 green 0.53 blue 0.46
colour red 0.85 green 0.75 blue 0.35]
}
scale <0.25 0.25 0.25> // Generally looks best scaled
// longer on one axis
specular 0.1 roughness 0.5 // Very dull
}