// 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