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POVTEX
The Simple Texture Generator for POVRay.
POVTEX 1.3a
Designed and Programmed by
Ted Wehner
Documentation by Ted Wehner and Ken Freer
1
Disclaimer:
POVTEX is provided as is, with no guarantee of its
performance or compatibility. Neither Ted Wehner nor Ken Freer is
responsible for any damage incurred by use or possession of this
software. Use of POVTEX is at the user's own risk.
Requirements:
Microsoft(c) compatible mouse
SVGA adapter (800x600x256)
POVRay software
Short Description: POVTEX v1.3a was created as an alternative to the manual
creation of texture files using a standard text processor. POVTEX v1.3a came
about after using many GUI modellers for POVRay that came with effective,
though lacking, texture mappers. I felt that the need for a good, solid, easy to
use texture creator was necessary. In checking the major bulletin boards, I
discovered that there were no actual texture mappers, so I sat down one Saturday
evening with a concept in mind. Here it is.
Although it is easy to use, POVTEX can easily define an infinite number of
textures. It does NOT, however, offer a tutorial on the usage of POV nor the
effective use of mapping the actual textures into the edited files. It is not an
intuitive designer, but an assistant to POVRay. The positive implications of
POVTEX outnumber its limitations.
One good thing: no more counting up those blasted braces and having
POVRay scream at you with an error about "{ expected" and normal or something
else like that. I have included all of that in the file creator.
With all of that said and done, here is the rest of the documentation. (I
guess that wasn't THAT short)
2
Table of Contents
DEFAULT VALUES 3
PIGMENT 3
TEXTURE TYPE 3
GRADIENT X 3
GRADIENT Y 3
GRADIENT Z 3
MARBLE 3
WOOD 3
ONION 3
LEOPARD 4
GRANITE 4
BOZO 4
SPOTTED 4
MANDEL 4
RADIAL 4
CHECKER 4
HEXAGON 4
AGATE 4
COLOR MAP 5
Sliders 5
Transparency (filters) 5
Spread 5
Pigment Modifiers 5
NORMAL 6
BUMPS 6
DENTS 6
WRINKLES 6
RIPPLES 6
WAVES 6
NORMAL TURBULENCE 6
FINISH 7
DIFFUSE 7
AMBIENT 7
CRAND 7
BRILLIANCE 7
REFLECTION 7
REFRACTION 7
PHONG 7
SPECULAR 7
DISK / FILE FUNCTIONS 8
NEW 8
LOAD 8
SAVE 8
GEN 8
APPEND 8
3
Default Values
All of the values are initially set to the default for POVRay when POVTEX
is first loaded. Changes from this are for you to make if you choose, though
they will remain the same if untouched. The documentation to follow does not
describe the default values for this reason. The only values written to the
.POV file will be those changes that you make from the default.
Pigment
Texture type
There are 15 different texture types supported in POVTEX. There are others,
but these are the least complex and most often used. These textures will
give you the ease of creation and manipulation of the many colors, as simple
or complex as you like
The large button to the left of the screen is a selector. This will cycle
through the 15 different textures in POVTEX. A brief description of these
follow:
GRADIENT X
The gradient X has a color map progressing along the X axis of the
POVRay coordinate system. This is similar to a gradient pattern with
the "vertical stripes" in a left to right fashion. This color
progression snaps back to the first color of the map at the end of the
gradient.
GRADIENT Y
The gradient Y has a color map progressing along the Y axis of the
POVRay coordinate system. This is similar to a gradient pattern with
the "horizontal stripes" in a top to bottom fashion. This color
progression snaps back to the first color of the map at the end of the
gradient.
GRADIENT Z
The gradient Z has a color map progressing along the Z axis of the
POVRay coordinate system. This is similar to a gradient pattern with
the "horizontal stripes" in a front to back fashion. This color
progression snaps back to the first color of the map at the end of the
gradient.
MARBLE
The marble color map has a color progression that "ping pongs" from
the first color to the last color. In essence, the color progresses
forward, then reverses at the end of the texture. This is a smooth
transition, unlike the gradients above that stop abruptly and begin
again. For a true marble effect like you would expect in a rock, you
will need to use a high turbulence setting.
WOOD
Like a tree, this textures forms concentric circles around the Z axis.
It also "ping pongs" the color map.
ONION
Similar to the wood texture; however this one does NOT "ping pong"
the color maps.
4
LEOPARD
The leopard texture is fairly self-explanatory, unless you have never
set foot into a zoo. The color map has spots of gradient color from
the last half of the color map while the largest part is created from
the first half.
GRANITE
Granite has its roots in the marble texture, but with a lot of webbing
and intricacies that don't reverse. This is due to a noise function
built into the granite texture. Play with this one.
BOZO
This texture is most often used for clouds. It take the noise function
and maps it onto the surface of an object. The color map does not
reverse.
SPOTTED
This one is the same as bozo, but turbulence does not affect it.
MANDEL
This texture uses the mandelbrot set for its mapping. If you
are unfamiliar with a Mandelbrot set or have not heard of it, suffice
it to say that it is complex in its use. I recommend getting a good
book on it before you dive into this function.
RADIAL
The radial texture has a color map that wraps around the Y axis. The
color radiates from the center and maps outward from there.
CHECKER
This is the checkerboard picnic tablecloth kind of texture. This uses
two colors, one and two, in its scheme. They alternate and only touch
the same colors on adjacent corners.
HEXAGON
This is similar to checker except that it uses three colors and maps
them onto hexagons instead of squares.
AGATE
Agate texture is very similar to marble, however it is not affected by
turbulence. Agate uses its own built-in turbulence function. It has
a high degree of turbulence. Use in a well-ventilated room (just a
joke).
5
Color Map
The color map is the heart and soul of the textures. It is the engine
of POVTEX. The color map represents the complete progression of colors
in a single texture. The color map is represented by a series of ten
boxes showing the colors of the current texture.
Here, it needs to be noted that the colors shown are not the only
colors that will be rendered in as a part of the texture. These are
only reference points for you to use while creating your texture.
POVRay will automatically interpolate the color values from these
points. The two most important points would be the endpoints, while
the intermediates are used mostly for those textures that
have variances, such as multiple hues on a single texture. This is a
really great area for experimentation.
Sliders
To edit the color maps, use the mouse to select the color to change.
Use the sliders to change the values. The sliders are not "grab and
drag," but are merely indicators for the actual values. Click above
and below to change the values positive or negative, respectively. The
number in the box below will reflect the percentage of hues being
applied to the overall color. The selected box will adapt to those
changes as well. You will see the true color you are creating for
that area of the texture.
Transparency (filters)
Filters depict the amount of light that will pass through the texture
from that point in the color map. Think of it as varying degrees of
cellophane wrap over the image. For true transparency, you must have
white color and 100% filter (not black as might be expected since all
light must pass through). This is important for mapping clouds onto a
background plane. Parts of the texture must be totally transparent
while the remaining area is white with gray edges perhaps in order to
allow light through. To change transparencies for a specific color,
simply select the box below the color and type in the percentage of
transparency.
Spread
The spreading of colors is to effectively make the gradient more
smooth. This is used for filling in the color map between two color
points. To spread colors, use the mouse to select the first color you
wish to begin your spread. Use the mouse to then press the spread
button. Finally, select the second color to be in your spread. The
colors between the first and the second will then automatically spread
to colors between the two. The filters will also be affected by the
spread. Spreading can be done from anywhere on the color map and used
more than once. A spread can be in any direction
Pigment Modifiers
There are several turbulence selectors, all of which affect the actual
color map. Turbulence is the degree of perturbation of the mapping of
the colors onto the object in POVRay. You can imagine this as the form
of turbulence in the air or smearing a freshly painted canvas with your
fingers.
For descriptions of the octave, omega, and lambda modifiers, consult the
POVRay manual.
Frequency is the number of color map progressions within the unit cube
space from zero to one of the POVRay coordinate system. Phase rotates
the color map.
6
Normal
Normal refers to the normal vector to the surface. This is the vector
for each point that is perpendicular to the surface at that point.
The normal modifiers actually distort these vectors so that the
reflected light at these points produce the illusion of the many
different surface textures that POVRay supports.
The following surface textures are supported by POVTEX. After each
is a brief descriptor of each.
BUMPS
Bumps are surface protrusions. The bump factor controls the height of
the bumps. The bump scale controls the apparent width of the bumps.
DENTS
Dents are surface indentations. The function in a similar manner to
bumps. The dent factor controls the depth of the dents. The dent
scale controls the apparent width of the dents.
WRINKLES
Wrinkles are surface imperfections which create an effect similar to
the furrows on wrinkled cellophane. Wrinkles scales controls the
amount of wrinkling. The wrinkle scale controls the apparent size of
the wrinkles.
RIPPLES
Ripples are surface modulations creating an effect of the surface of
water after something small has been dropped into it. Ripples are
generated from ten points within the unit cube space as if ten small
stones had been dropped into the water. Ripple factor controls the
amplitude of the ripples. The ripple scale controls the size of the
ripples. Ripple frequency specifies the amount of rippling within a
certain range. Ripple phase shifts the ripples within that space.
WAVES
Waves are surface modulations creating an effect similar to ripples
except that the progression of ripples is not evenly spaced. It is a
more realistic use of the ripple function. As the wave extends beyond
the focus, the frequency decreases. The wave factor controls the
amplitude of the waves. Wave scale controls the size of the waves.
Wave frequency specifies the amount of wave effect within a certain
range. Wave phase shifts the waves within that space.
NORMAL TURBULENCE
The normal turbulence is the degree of perturbation of the mapping of
the surface texture onto the object in POVRay. Again, you can imagine
this as the form of turbulence in the air or smearing a freshly
painted canvas with your fingers, only this time with the actual
surface, not the colors.
For descriptions of the octave, omega, and lambda modifiers, consult
the POVRay manual.
Frequency is the number of surface map progressions within the unit
cube space from zero to one of the POVRay coordinate system. Phase
rotates the surface map.
7
Finish
Diffuse
The diffuse reflection controls how much light is reflected from the
surface of the object. This represents the percentage of the light
that is reflected from direct illumination. Think of it as how much
light will be reflected off the object itself.
Ambient
Ambient light is the amount of light that is present in the area from
all sources, the direct and reflected light. It comes from all
directions and will be seen on any object that may be struck by this
light. The amount of ambient light can be controlled with this
feature.
Crand
The crand function controls the graininess of the surface. This
simulates the small pits found in concrete, sand, etc. Note: the
crand function operates on a pixel by pixel basis, so that objects in
the distance will appear similar to foreground objects.
Brilliance
Brilliance controls the angle in which light hits the surface,
creating the amount of shininess on the object. Surfaces may appear
more metallic by adding brilliance. The default value is 1.0, where
higher values from 3.0 to about 10.0 cause the light to fall off less.
Reflection
Reflection is fairly self-explanatory. The reflection controls the
amount of reflection on the surface of an object, whether it be light
from the light source or that of another object.
Refraction
Refraction refers to the bending of the light, direct and ambient,
when passing through the surface of an object. The only values
allowed are 0.0 for no refraction or 1.0 for refraction. This is
best used with objects that are of glass or transparent textures.
Phong
Phong is the spot of reflected light that one usually sees on spheres
from the direct light source. A phong value of 1.0 will saturate the
object with the color of the light source at the center of this
highlight.
The phong size controls the size of the highlight. Larger values will
yield a smaller, tighter spot. If you wish to have no phong on your
objects, use an extremely high value. Typical values range from 1 to
250.
Specular
Specular is similar to phong, but it uses a more realistic function to
model the highlight.
The roughness value defines the size of the spot ranging from 0.0 to
1.0 with 1.0 being very rough and yielding a large highlight.
8
Disk / File Functions
In the shareware version of POVTEX, the LOAD, SAVE, and APPEND
features are disabled. You can still use NEW and GEN to create your
files, though registering your product will allow you to fully exploit
POVTEX.
New
New resets all values to their default.
Path
Path modifies the POVTEX.PTH file to your desired
destinations for .INC and .PTX files.
Load
Load retrieves a POVTEX .ptx texture file from the drive. All values
stored within this file will be loaded and applied to the current
session.
Save
Save stores all of the values of the current session in a POVTEX
exclusive format with the extension of .ptx.
Gen
Gen is short of generation; this command will generate an include
file which can be called or used in a POVRay file. It can be called
with an #include "filename.inc", where your filename will replace the
"filename." Put the name of your texture in the texture block of the
object for which you applied your texture. If the object does not
already have a texture block, create one with the following lines,
assuming the name of the texture to be BOB:
object_name
{
pigment {
texture {BOB}
}
}
Note: All textures created in POVTEX are stored in allcaps and must be called
as such. This is to differentiate your textures from those primitive to
POVRay.
Append
Append performs the same function as GEN, but will append it to a
previously saved .inc file. This effectively allows you to create
your own library of textures.