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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
-