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Text File | 2000-04-06 | 29.9 KB | 1,292 lines |
- #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
-