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PC Graphics Unleashed
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PC Graphics Unleashed.iso
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povcad40
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polytex.inc
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1994-09-18
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267 lines
///////////////////////////////////////////////////////////////////////////
// This file is a collection of the author's favorite Polyray textures //
// //
// This file requires that Polyray's "colors.inc", "texture.inc", and //
// "stones.inc" already be parsed... //
// //
// If you add your own textures to this file, add the texture name to //
// the file "textures.def" so they'll appear in the texture list in //
// POVCAD. //
///////////////////////////////////////////////////////////////////////////
// We only need to define these things on the very first frame.
if (frame == start_frame) {
// Rob McGregor's mirrored marble texture
static define mirrored_white_marble
texture {
noise surface {
color white
position_fn position_objectx
lookup_fn lookup_sawtooth
octaves 3
turbulence 6
ambient 0.3
specular white, 0.7
microfacet Cook 5
reflection .75
color_map([0.0, 0.8, <1, 1, 1>, <0.6, 0.6, 0.6>]
[0.8, 1.0, <0.6, 0.6, 0.6>, <0.1, 0.1, 0.1>])
}
}
// Alfonso Hermida's moon texture
static define moon
texture {
noise surface {
color white
position_fn position_spherical
position_scale 1.0
lookup_fn lookup_sawtooth
octaves 3
turbulence 0.53
ambient 0.4
diffuse 0.8
specular 0.2
microfacet Reitz 5
normal dented_normal
bump_scale 0.2
frequency 10
color_map([0.0, 0.8, <1, 1, 1>, <0.6, 0.6, 0.6>]
[0.8, 1.0, <0.6, 0.6, 0.6>, <0.1, 0.1, 0.1>])
}
}
// Rob McGregor's bumpy_white texture
static define bumpy_white_map
color_map(
[0.000, 0.154, <0.894, 0.886, 0.886>, <0.745, 0.745, 0.753>]
[0.154, 0.308, <0.745, 0.745, 0.753>, <0.902, 0.902, 0.859>]
[0.308, 0.444, <0.902, 0.902, 0.859>, <0.729, 0.706, 0.694>]
[0.444, 0.615, <0.729, 0.706, 0.694>, <0.588, 0.592, 0.635>]
[0.615, 0.803, <0.588, 0.592, 0.635>, <0.608, 0.616, 0.659>]
[0.803, 1.001, <0.608, 0.616, 0.659>, <0.894, 0.886, 0.886>]
)
static define bumpy_white
texture {
layered
Crack1 { scale <1, 2, 1.4> rotate <10, 0, -20> },
texture {
special shiny { color bumpy_white_map }
scale <1.2, 2.4, 1.2>
rotate <0, 0, -30>
rotate <40, 0, 0>
}
scale <0.010, .024, 0.012>
}
// Alfonso Hermida's water texture
static define water
texture {
noise surface {
color <0.4, 0.4, 1.0>
normal ripple_normal
frequency 100
bump_scale 1
ambient 0.3
diffuse 0.3
specular white, 0.7
reflection 0.9
microfacet Reitz 10
}
scale<10, 1, 10>
}
// Rob's variation on the old standard blue_ripple
static define green_ripple
texture {
special shiny {
color <0.043137, 0.764706, 0.588235>
normal N + ripple_val
reflection 0.55
}
}
// Variations on the standard marble texture
static define green_marble
texture {
noise surface {
ambient 0.3
diffuse 0.8
specular 0.3
reflection white, 0.3
microfacet Reitz 5
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
color_map(
[0.0, 0.8, aquamarine, 0.6 * aquamarine]
[0.8, 1.0, 0.6 * aquamarine, <0.1, 0.1, 0.1>])
}
scale <5, 5, 5>
}
// Red marble texture
static define blood_marble
texture {
noise surface {
ambient 0.3
diffuse 0.8
specular 0.3
reflection white, 0.3
microfacet Reitz 5
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
color_map(
[0.0, 0.8, red, 0.6 * red]
[0.8, 1.0, 0.6 * red, <0.1, 0.1, 0.1>])
}
scale <5, 5, 5>
}
// Ice marble texture
static define ice_marble
texture {
noise surface {
ambient 0.3
diffuse 0.8
specular 0.3
reflection white, 0.3
microfacet Reitz 5
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
color_map(
[0.0, 0.8, cyan, 0.6 * cyan]
[0.8, 1.0, 0.6 * cyan, <0.1, 0.1, 0.1>])
}
scale <5, 5, 5>
}
// Blue marble texture
static define blue_marble
texture {
noise surface {
ambient 0.3
diffuse 0.8
specular 0.3
reflection white, 0.3
microfacet Reitz 5
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
color_map(
[0.0, 0.8, blue, 0.6 * cyan]
[0.8, 1.0, 0.6 * blue, <0.1, 0.1, 0.1>])
}
scale <5, 5, 5>
}
// Blue marble texture
static define black_marble
texture {
noise surface {
ambient 0.3
diffuse 0.8
specular 0.3
reflection white, 0.3
microfacet Reitz 5
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
color_map(
[0.0, 0.8, black, 0.6 * midnight_blue]
[0.8, 1.0, 0.6 * black, <0.1, 0.1, 0.1>])
}
scale <5, 5, 5>
}
// Rob McGregor's desert texture...
// Create a desert wasteland
static define sand_dunes
texture {
noise surface {
color <0.85, 0.75, 0.69>
normal 2
frequency 100
bump_scale 1.5
ambient 0.37
diffuse 0.75
}
// apply to a disc w/radius 10000 and scale to make it look good...
// haze makes it look more realistic
// scale <92, 92, 92>
}
// Rob McGregor's chrome textures
static define chrome1
texture {
special surface {
color white * 0.85
ambient 0.05
diffuse 0.1
specular white * 0.95, 0.4
reflection 0.85
microfacet Cook 5
}
}
static define chrome2
texture {
special surface {
color white * 0.9
ambient 0.05
diffuse 0.1
specular white * 0.9, 0.3
reflection 0.75
microfacet Cook 3
}
}
// A firey combo
static define fire_map
color_map(
[0.0, 0.6, <0.85, 0.275, 0>, <1, 0, 0>]
[0.6, 0.8, <1, 1, 0>, <1, 0.79, 0>]
[0.8, 1.0, <1, 0.79, 0>, <1, 0.275, 0>])
static define fire_sky
texture {
special surface {
color fire_map[noise(P)]
ambient 0.9
diffuse 0
specular 0
}
}
} // End of definitions