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-
- Persistence of Vision Raytracer
- Standard Textures Include File Documentation
-
- Textures are the materials that shapes and objects in POV-Ray are made
- out of. It is possible to define almost infinite textures in POV-Ray
- ranging from red marble, to pink alabaster, to shiny gold, to rippling
- water.
-
- The files TEXTURES.INC and STONES.INC contain many pre-defined textures
- created by POV-Ray users. You can easily use these high-quality textures
- in your own scene files by adding the lines,
-
- #include "colors.inc"
- #include "textures.inc"
- or
- #include "colors.inc"
- #include "stones.inc"
- or
- #include "colors.inc"
- #include "textures.inc"
- #include "stones.inc"
-
- to the top of your scene file. Then, use the texture names described
- below wherever you would normally place an entire texture definition.
- For example,
-
- sphere { <0, 0, 0>, 1 texture { Texture_Name } }
-
- or
-
- object {
- Logo
- texture { Texture_Name }
- }
-
- These pre-defined textures may be scaled, translated, and rotated
- like any other texture. For example,
-
- object {
- Logo
- texture {
- Texture_Name
- rotate -90*x // rotate texture only
- }
- scale <5, 3, 2> // scale shape and texture
- }
-
-
- You may also modify them by placing texture parameters after the
- Texture_Name. For example,
-
- object {
- Logo
- texture {
- Texture_Name
- pigment { agate } // Use the agate color pattern instead.
- finish {
- phong 1 // Make the texture shiny
- reflection .5 // and reflective.
- }
- }
- }
-
- You can easily create great looking scenes by invoking these pre-defined
- textures with the shapes you create. Note that each texture definition
- takes a bit of memory. If you are running out of memory, try copying the
- individual textures out of these two files that you want to use instead
- of including the entire file.
-
- -------------------------------------------------------------------------
-
- -What this document is, and what it is not:
-
- This file is intended to be used as a quick reference to the textures
- in the textures.inc file. This won't tell you all you need to know about
- any of these surfaces, but it should help you in picking what you want or
- to look up the correct spelling of a name. You will also find it valuable
- to browse through the textures file from time to time. There are a few
- comments that aren't duplicated in this file.
-
- This document is at times biased by my own preferences, but also by
- considerable experimention and experience. Nevertheless, don't take
- anything I say in this text as pure, absolute fact. Try things out
- yourself and see what the result is.
-
- After the quick reference, you'll find some handy tips on textures.
-
- -R&D Dept:
-
- You are strongly encouraged to develop your own custom version of these
- textures, and to develop your own new surfaces. Please share the nice ones
- with the folks that are sharing this with you. Who knows... it might be
- in the next release. Oh... if you share a file with someone, please make
- sure that any custom textures, colors, or shapes are included. Saves lots
- of frustration on the recipient.
-
- There are a number of textures in here that could be improved on. Please
- don't take anything in the textures files for "gospel". Everything can
- be improved upon. Manipulate turbulence, octaves. Try Jade using granite
- instead of marble.
-
- -About the textures file:
- These textures have generally been scaled to fit best onto a "unit" object,
- for example, on a sphere with radius of 1. Rescale accordingly. Remember,
- scaling larger puts less of the texture *features* into a given area.
-
- Note: You MUST include colors.inc BEFORE textures.inc. Many of these
- textures use declared color names and POV-Ray won't like it if they haven't
- been defined when it's parsing the textures!
-
- - Dan Farmer
-
-
-
- -Textures file #1, contents, with comments.
-
- Stone Textures My personal opinions, for what it's worth. -dmf
- --------------
- Jade Swirled jade. Try with agate, too!
- Red_Marble A bit overworked and unrealistic, but a classic.
- White_Marble Nice for an underlying texture with another marble, too.
- Blood_Marble Does this one really need a description? You'll try it, anyway!
- Blue_Agate Another classic. Kind of blue-gray or purplish.
- Sapphire_Agate Very nice, velvety dark blue stone.
- Brown_Agate Pretty tawny brown on white.
- Pink_Granite Black, white, and orange granite.
- Pink_Alabaster Soft gray/rose alabaster. Subtle and beautiful!
-
- Sky Textures - Manipulate the scale and the turbulence for best results.
- -----------
- Blue_Sky Your basic blue sky, with clouds.
- Blue_Sky2 Variation on basic blue sky, with clouds.
- Blue_Sky3 Variation on basic blue sky, with small puffy clouds.
- Bright_Blue_Sky Bright blue sky with whiter-than-white clouds.
- Blood_Sky Drastic red sky with stormy yellow clouds. Surrealistic.
- Apocolypse Black sky with red and purple clouds. Another CdW dreamscape.
- Clouds Clouds with a clear sky. Generally has a blue sphere behind.
-
- Wooden Textures - Again, try manipulating scale, translation, and turbulence.
- ---------------
-
- Cherry_Wood A light reddish wood.
- Pine_Wood Light tan wood with greenish growth rings.
- Dark_Wood Dark wood with a greenish hue to it.
- Tan_Wood Light tan background with brown rings.
- White_Wood A very pale wood with tan rings -- kind of balsa-ish.
- Tom_Wood Brown wood - looks stained.
-
- Dan Farmer woods
- DMFWood1 Kind of like cedar, maybe?
- DMFWood2 Light colored wood.
- DMFWood3 Rosewood, very pretty red/black.
- DMFWood4 Another light, piney wood.
- DMFWood5 Grayish-tan.
- DMFLightOak A very realistic looking fresh white oak surface.
- DMFDarkOak Similar to DMFLightOak, but with a typical oak stain.
- Cork A very realistic looking cork texture
-
- Doug Otwell woods
- Yellow_Pine A beautiful yellow pine.
- Rosewood Deep red/black woodgrain.
- Sandalwood Highly turbulated creamy-gray. Great burled maple, too!
-
- Surface Textures
- ----------------
- Dull We all know somebody like this guy, don't we? Uses specular.
- Shiny Small, tight highlights. No reflection. Uses specular.
- Phong_Dull Like a soft rubber ball or flat paint.
- Phong_Shiny Some say that phong is less worthy than specular. I use this.
- Glossy Shinier than shiny. Has some reflection included.
- Phong_Glossy Similar to Glossy, but uses phong. Very tight highlight.
- Luminous Good for sky-spheres, no shadows will be cast on it.
- Mirror A perfect mirror. The raytraced sphere classic.
- Glass Clear glass. May want to add Gloss.
- Glass2 Probably more like acrylic plastic. Softer gloss that glass.
- Glass3 An excellent grayish lead crystal. New with POV-Ray 1.0.
- Green_Glass Glass3 with a pale green tint to it.
-
- Metal Textures
- --------------
- Metal Add your own color before using this one.
-
- The following textures are referred to by two names,
- one (hopefully) for historic purposes only. I wanted to
- use simple "Brass" and "Silver" but it interferes with the
- colors of the same names.
-
- Chrome_Metal (preferred name) Chrome_Texture (historical name)
- Brass_Metal (preferred name) Brass_Texture (historical name)
- Gold_Metal (preferred name) Gold_Texture (historical name)
- Bronze_Metal (preferred name) Bronze_Texture (historical name)
- Copper_Metal (preferred name) Copper_Texture (historical name)
- Silver_Metal (preferred name) Silver_Texture (historical name)
-
- Polished_Chrome A highly reflective chrome texture
- Polished_Brass A highly reflective brass texture
- New_Brass Beautiful military brass texture
- Spun_Brass Spun Brass texture for cymbals & such
-
- Brass_Valley Hmmmm... something like "Black Hills Gold".
- Rusty_Iron Just like my car.
- Rust Just like my car's finish.
-
- Special Effect Dept
- -------------------
- Candy_Cane Red and white barber pole.
- Peel Orange and transparent spiral stripes. Use it to emulate
- the artist M.C. Escher.
- X_Gradient Here as an example more than as a useful texture
- Y_Gradient Here as an example more than as a useful texture
- Z_Gradient Here as an example more than as a useful texture
- Water Requires a sub-surface. Has transparency and ripples.
-
- Texture from stones.inc:
-
- This file contains #Declared texture statements defining a variety
- of Granite & Marble Textures. Most use the Granite Texture.
- Turbulence has no effect on Granite, but turbulence is stated
- before the Color Map for convenience of switching to Marble, which
- does need a turbulence to swirl the color. I tried to avoid using
- a random Dither, but I find it helps create a subtle grain & can
- spark lost colors in the map. On multi-layered texture, try a float
- of about 0.05 on the first texture. -- Mike Miller
-
- INDEX:
- GRNT0 - GRNT20 color maps containing no alpha values
- grnt0 - Gray with Rose
- grnt1 - Creamy Whites with yellow & light gray
- grnt2 - Deep Cream with light rose orchid & tan
- grnt3 - Warm tans olive & light rose with cream
- grnt4 - Orchid sand & mauve
- grnt5 - Medium Mauve Med.Rose & deep cream
- grnt6 - Med. Orchid Olive & Dark Tan "mud pie"
- grnt7 - Dark Orchid Olive & Dark Putty
- grnt8 - Rose & Light cream Yellows
- grnt9 - Light Steely Grays
- grnt10 - Gray Creams & lavender tans
- grnt11 - Creams & Grays
- grnt12 - Tan Cream & Red Rose
- grnt13 - Cream Rose orange
- grnt14 - Cream Rose & light moss
- grnt15 - Black with subtle chroma
- grnt16 - White Cream & Peach
- grnt17 - Bug Juice & Green
- grnt18 - ??
- grnt19 - ?? (This one does have some transparency-dmf)
- grnt20 - Gray Marble with White feather Viens
-
- GRNT0A - GRNT20A color maps containing alpha
- grnt0a -grnt7a- ???
- grnt8a - Aqua Tints
- grnt9a - Alpha Creams With Cracks
- grnt10a - Alpha Cream Rose & light yellow
- grnt11a - Alpha Light Grays
- grnt12a - Alpha Creams & Tans
- grnt13a - Alpha Creams & Grays
- grnt14a - Cream Rose & light moss
- grnt15a - Alpha Sand & light Orange
- grnt16a - Cream Rose & light moss (again?)
- grnt17a - ???
- grnt18a - ???
- grnt19a - Gray Marble with White feather Viens with Alpha
- grnt20a - Black/Gray Marble
-
- CRACK1 & CRACK2 clear with an thin opaque band for cracks
- crack1 - Crack & Red Overtint
- crack2 - Translucent Dark Cracks
-
- OTHERS
- marb3 - Warm tans & light rose with cream (opaque)
- marb9 - Light Grays (opaque)
-
- STONE1 - STONE16 complete texture statements - edit to your
- scene & lighting situations.
-
- stone1 - LightCream
- stone2 - Cream & sand
- stone3 - Cream Stone with warm swirls
- stone4 - Cream Stone with larger warm swirls
- stone5 - Cream Stone with warm swirls
- stone6 - Cream Stone with warm swirls
- stone7 - Cream Stone with warm swirls
- stone8 - Cream Stone with warm swirls
- stone9 - Cream Stone with warm swirls
- stone10- Cream Stone with warm swirls
- stone11- Cream Stone with warm swirls
- stone12- Light Cream
- stone13- Light Cream
- stone14- Light Cream
- stone15- Light Cream
- stone16- Light Cream
-
- Final Note: I would not "INCLUDE" this whole data file into a scene
- file if only one or two of these textures were being
- used...There are too many declares being used.
- - Mike Miller
-
-
- ------------------------- OTHER STUFF -------------------------------------
-
- STONE TEXTURES
-
- I think you will find that in most cases, to put a marble or to a
- lesser degree, agate, texture onto an x/z plane, you will get the best
- results by rotating the final texture by <0, 0, 90>. This will give a
- less directional noise to the marbling.
-
- Don't overlook the granite texture. You can do a lot more than granite
- with it by changing colors, scale, and turbulence.
-
- The onion texture makes a superb marblized surface if you give it enough
- turbulence, and it lacks the directional quality of the built-in
- marble. This is essentially the same texture as the "spherical" texture in
- the Vivid raytracer and can be used in much the same ways.
-
- The file "stones.inc" contains a number of other stone textures, these by
- POV-Ray artist Mike Miller. Be sure to check these out... they'll "blow your
- socks off"!
-
-
- WOODEN TEXTURES
-
- Note: Wood is designed like a "log", with growth rings aligned along
- the z axis. Generally these will look best when scaled down by about
- a tenth (to a unit-sized object). You may want to try using a smaller
- value for the turbulence with these textures, too (try around 0.05
- for starters).
-
- 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 a log. A little tilt along the x axis
- will give elliptical rings of grain like you'd expect to find on most boards.
- Experiment.
-
-
- SURFACE TEXTURES
-
- Glass and mirrors are tough things to render, although at the same time,
- they are the forte of raytracing. The reason I say that they are tough is
- that the effect is stronly dependant upon the environment. Look closely at
- a glass or bottle or a piece of silverware and you'll see what I mean. The
- color of the object comes primarily from the surroundings, and very little
- from the object itself.
-
- The mirror defined in the textures file is a "perfect" mirror. You won't even
- find that in Sandia Labs laser lab. But, hey... raytracing isn't reality, is
- it? Still, if you're trying to model glass or mirror with the intent of
- modelling "reality", you will probably want to add a touch of diffuse
- color to the texture and manipulate some of the other values until you get
- what you're looking for. Discovery is half the fun!
- Oh... sometimes a touch of "brilliance" will look good on mirror and glass,
- too.
-
-
- OTHER THOUGHTS
-
- As you use these textures, remember that you can "borrow" one of these
- textures and modify it by either adding other qualities, or by changing
- qualities that are declared in the definition. For example,
-
- pigment {
- Jade // Use Jade coloring
- onion // Use onion pattern instead of marble
- turbulence 0.7 // "Over-write" Jade's high turbulence
- }
-
- The best way to learn about any given texture is simply to take some time
- and play with it. The first thing I would recommend is to map it onto
- a unit object. Set turbulence to 0. Use default scaling.
-
- For the following textures, I'd recommend these shapes:
-
- wood object { Z_Disk }.
- marble object { UnitBox }.
- agate object { UnitBox }.
- onion cut a sphere in half with CSG. Flat side facing camera.
- leopard sphere.
- granite just about anything.
- checker object { UnitBox }.
- bozo just about anything.
-
-
-
- You can achieve some spectacular results by layering textures, but it can
- also get frustrating sometimes. The method is generally to use a color map
- on the top surfaces that has some sort of a blend between a color and clear
- white. As the color and the clear blend together, you will get varying
- degrees of "semi-clear" white that will modify the underlying color in ways
- that you may not have planned on. Once again, experiment.
-