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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
- }
-