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- // Persistence of Vision Raytracer
- // Version 0.4 beta
- // BETA Version of Standard textures file
- // This file will probably change again before we release Ver 1.0
-
-
- // White marble with red veins
- #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 1.001 colour red 0.8 green 0.4 blue 0.4
- colour red 0.8 green 0.2 blue 0.2]
- end_colour_map
- end_texture
-
- // 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 1.01 colour red 0.5 green 0.5 blue 0.5
- colour red 0.2 green 0.2 blue 0.2]
- end_colour_map
- end_texture
-
-
- // 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 1.001 colour Vein
- colour Black]
-
- end_colour_map
- end_texture
-
- // 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 1.001 colour red 0.30 green 0.30 blue 0.50
- colour red 0.10 green 0.10 blue 0.20]
- end_colour_map
- end_texture
-
- // 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 1.001 colour red 0.0 green 0.0 blue 0.8
- colour red 0.0 green 0.0 blue 0.4]
- end_colour_map
- end_texture
-
- // 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 1.001 colour red 0.9 green 0.7 blue 0.4
- colour red 0.7 green 0.4 blue 0.2]
- end_colour_map
- end_texture
-
-
- // Basic CBlue 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 1.001 colour red 0.7 green 0.7 blue 0.7
- colour red 0.3 green 0.3 blue 0.3]
- end_colour_map
- end_texture
-
- // Bright CBlue 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 1.01 colour red 1.0 green 1.0 blue 1.0
- colour red 0.5 green 0.5 blue 0.5]
- end_colour_map
- end_texture
-
- // CRed 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 1.01 colour red 0.6 green 0.025 blue 0.0
- colour red 0.6 green 0.025 blue 0.0]
- end_colour_map
- end_texture
-
- // 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 1.01 colour red 0.0 green 0.0 blue 0.2
- colour red 0.0 green 0.0 blue 0.0]
- end_colour_map
- end_texture
-
- // 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 1.001 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]
- end_colour_map
- end_texture
-
- // Wood often looks better when scaled more in one direction
- // ie. scale <10.0 5.0 5.0> Try different values.
-
- // 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 1.01 colour red 0.4 green 0.133 blue 0.066
- colour red 0.2 green 0.065 blue 0.033]
- end_colour_map
- end_texture
-
- // 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 1.01 colour red 0.5 green 0.5 blue 0.066
- colour red 0.4 green 0.4 blue 0.033]
- end_colour_map
- end_texture
-
- // a 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 1.01 colour red 0.4 green 0.333 blue 0.066
- colour red 0.2 green 0.033 blue 0.033]
- end_colour_map
- end_texture
-
- // a 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 1.01 colour red 0.6 green 0.4 blue 0.2
- colour red 0.4 green 0.3 blue 0.2]
- end_colour_map
- end_texture
-
- // 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 1.01 colour red 0.6 green 0.333 blue 0.266
- colour red 0.7 green 0.6 blue 0.23]
- end_colour_map
- end_texture
-
- // Brown wood - looks stained
- // Nice color map by Tom Price
- #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 1.01 colour red 0.5 green 0.2 blue 0.0
- colour red 0.4 green 0.1 blue 0.0]
- end_colour_map
- end_texture
-
- // Dull creates a large, soft highlight on the object's surface
- #declare Dull = texture
- specular 0.5
- roughness 0.15
- end_texture
- // Shiny creates a small, tight highlight on the object's surface
- #declare Shiny = texture
- specular 1.0
- roughness 0.006
- end_texture
-
- // 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
- phongsize 1
- end_texture
-
- // Shiny creates a small, tight highlight on the object's surface
- #declare Phong_Shiny = texture
- phong 1.0
- phongsize 50
- end_texture
-
- // a perfectly mirrored texture with no highlights
- #declare Mirror = texture
- ambient 0.0
- diffuse 0.0
- reflection 1.0
- end_texture
-
- // Luminous really doesn't look good
- #declare Luminous = texture
- ambient 1.0
- diffuse 0.0
- end_texture
-
- // Do we need transmit??
- #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
- transmit 0.0
- end_texture
-
- #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
- phongsize 60
- transmit 0.0
- end_texture
-
-
- // 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
- phongsize 20
- end_texture
-
- // Good looking "metal" textures
- // important:
- // They require that colors.dat be included before textures.dat
-
- #declare Chrome_Texture = texture
- ambient 0.3
- diffuse 0.7
- reflection 0.15
- brilliance 8.0
- specular 0.8
- roughness 0.1
- color LightGray
- end_texture
-
-
- #declare Brass_Texture = texture
- Metal
- colour Brass
- end_texture
-
- #declare Gold_Texture = texture
- Metal
- colour BrightGold
- end_texture
-
- #declare Bronze_Texture = texture
- Metal
- colour Bronze
- end_texture
-
- #declare Copper_Texture = texture
- Metal
- colour Copper
- end_texture
-
- #declare Silver_Texture = texture
- Metal
- color Silver
- end_texture
-
- // Interesting texture -- Give it a try.
- #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 1.001 color Feldspar color Quartz]
- end_color_map
- end_texture
-
- #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 1.001 colour red 0.15 green 0.1 blue 0.1
- colour red 0.15 green 0.1 blue 0.1]
- end_colour_map
- end_texture
-
- #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 1.001 colour red 0.49 green 0.31 blue 0.28
- colour red 0.89 green 0.51 blue 0.28]
- end_colour_map
- end_texture
-
- // CRed & white stripes - Looks best on a y axis Cylinder
- #declare Candy_Cane = texture
- // It "spirals" because it's gradient on two axis
- 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 1.001 colour red 1.0 green 0.0 blue 0.0
- colour red 1.0 green 0.0 blue 0.0]
- end_colour_map
- end_texture
-
- #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 1.001 colour red 0.0 green 1.0 blue 0.0
- colour red 1.0 green 0.0 blue 0.0]
- end_colour_map
- end_texture
-
- #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 1.001 colour red 1.0 green 1.0 blue 1.0
- colour red 1.0 green 1.0 blue 1.0]
- end_colour_map
- end_texture
-
- // a good watery example
- #declare Water = texture
- colour CBlue alpha 0.9
- ripples 0.75
- frequency 10.0
- reflection 0.3
- refraction 0.5
- ior 1.33
- transmit 0.0
- end_texture
-
- // No iridescence, but you might find a use for it.
- #declare Pearl = texture // You need to supply a colour with alpha...
- ambient 0.4
- diffuse 0.6
- brilliance 8.0
- reflection 0.75
- refraction 0.25
- ior 2.5
- phong 1.0
- phongsize 30.0
- transmit 0.0
- end_texture
-
- #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 1.001 colour red 0.1 green 0.6 blue 0.1
- colour red 0.0 green 0.2 blue 0.0]
- end_colour_map
- end_texture
-
-
-