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INCLUDE
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METALS.INC
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1999-10-30
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#ifdef(Metals_Inc_Temp)
// do nothing
#else
#declare Metals_Inc_Temp=version;
#ifdef(View_POV_Include_Stack)
# debug "including metals.inc\n"
#end
/*
Persistence of Vision Raytracer Version 3.1
Metallic pigments, finishes, and textures.
*****************************************************************************
BASIC METAL COLORS
*****************************************************************************
Note: Describing metallic textures is difficult, at best. The reflectivity
and other qualities make them highly dependant on lighting and surroundings.
The following notes are intended as a rough guide only.
P_Brass1: Dark brown bronze.
P_Brass2: Somewhat lighter brown than Brass4. Old penny, in soft finishes.
P_Brass3: Used by Steve Anger's Polished_Brass. Slightly coppery.
P_Brass4: A little yellower than Brass1.
P_Brass5: Very light bronze, ranges from med tan to almost white.
P_Copper1: bronze-like. Best in finish #C.
P_Copper2: slightly brownish copper/bronze. Best in finishes #B-#D.
P_Copper3: reddish-brown copper. Best in finishes #C-#E.
P_Copper4: pink copper, like new tubing. Best in finishes #C-#E.
P_Copper5: Bronze in softer finishes, gold in harder finishes.
P_Chrome1: 20% Gray. Used in Steve Anger's Polished_Chrome.
P_Chrome2: Slightly blueish 60% gray. Good steel w/finish #A
P_Chrome3: 50% neutral gray.
P_Chrome4: 75% neutral gray.
P_Chrome5: 95% neutral gray.
P_Silver1: Yellowish silverplate. Somewhat tarnished looking.
P_Silver2: Not quite as yellowish as Silver1 but more so than Silver3.
P_Silver3: Reasonably neutral silver.
P_Silver4: REDUNDANT (unused)
P_Silver5: REDUNDANT (unused)
*/
#include "golds.inc"
#declare P_Brass1 = color rgb <0.30, 0.20, 0.10>;
#declare P_Brass2 = color rgb <0.50, 0.35, 0.25>;
#declare P_Brass3 = color rgb <0.58, 0.42, 0.20>;
#declare P_Brass4 = color rgb <0.65, 0.50, 0.25>;
#declare P_Brass5 = color rgb <0.70, 0.55, 0.40>;
#declare P_Copper1 = color rgb <0.40, 0.20, 0.15>;
#declare P_Copper2 = color rgb <0.50, 0.25, 0.15>;
#declare P_Copper3 = color rgb <0.60, 0.30, 0.15>;
#declare P_Copper4 = color rgb <0.70, 0.25, 0.15>;
#declare P_Copper5 = color rgb <0.65, 0.35, 0.15>;
#declare P_Chrome1 = color rgb <0.20, 0.20, 0.20>;
#declare P_Chrome2 = color rgb <0.39, 0.41, 0.43>;
#declare P_Chrome3 = color rgb <0.50, 0.50, 0.50>;
#declare P_Chrome4 = color rgb <0.75, 0.75, 0.75>;
#declare P_Chrome5 = color rgb <0.95, 0.95, 0.95>;
#declare P_Silver1 = color rgb <0.94, 0.93, 0.80>;
#declare P_Silver2 = color rgb <0.94, 0.93, 0.85>;
#declare P_Silver3 = color rgb <0.94, 0.93, 0.90>;
#declare P_Silver4 = color rgb <0.95, 0.91, 0.91>;
#declare P_Silver5 = color rgb <0.91, 0.95, 0.91>;
//*****************************************************************************
// BASIC METAL FINISHES
//*****************************************************************************
// F_MetalA : Very soft and dull.
// F_MetalB : Fairly soft and dull.
// F_MetalC : Medium reflectivity. Holds color well.
// F_MetalD : Highly hard and polished. High reflectivity.
// F_MetalE : Very highly polished & reflective.
#declare F_MetalA =
finish {
ambient 0.35
brilliance 2
diffuse 0.3
metallic
specular 0.80
roughness 1/20
reflection 0.1
}
#declare F_MetalB =
finish {
ambient 0.30
brilliance 3
diffuse 0.4
metallic
specular 0.70
roughness 1/60
reflection 0.25
}
#declare F_MetalC =
finish {
ambient 0.25
brilliance 4
diffuse 0.5
metallic
specular 0.80
roughness 1/80
reflection 0.5
}
#declare F_MetalD =
finish {
ambient 0.15
brilliance 5
diffuse 0.6
metallic
specular 0.80
roughness 1/100
reflection 0.65
}
#declare F_MetalE =
finish {
ambient 0.1
brilliance 6
diffuse 0.7
metallic
specular 0.80
roughness 1/120
reflection 0.8
}
//*****************************************************************************
// METAL TEXTURES
//*****************************************************************************
// BRASSES
#declare T_Brass_1A = texture { pigment { P_Brass1 } finish { F_MetalA } }
#declare T_Brass_1B = texture { pigment { P_Brass1 } finish { F_MetalB } }
#declare T_Brass_1C = texture { pigment { P_Brass1 } finish { F_MetalC } }
#declare T_Brass_1D = texture { pigment { P_Brass1 } finish { F_MetalD } }
#declare T_Brass_1E = texture { pigment { P_Brass1 } finish { F_MetalE } }
#declare T_Brass_2A = texture { pigment { P_Brass2 } finish { F_MetalA } }
#declare T_Brass_2B = texture { pigment { P_Brass2 } finish { F_MetalB } }
#declare T_Brass_2C = texture { pigment { P_Brass2 } finish { F_MetalC } }
#declare T_Brass_2D = texture { pigment { P_Brass2 } finish { F_MetalD } }
#declare T_Brass_2E = texture { pigment { P_Brass2 } finish { F_MetalE } }
#declare T_Brass_3A = texture { pigment { P_Brass3 } finish { F_MetalA } }
#declare T_Brass_3B = texture { pigment { P_Brass3 } finish { F_MetalB } }
#declare T_Brass_3C = texture { pigment { P_Brass3 } finish { F_MetalC } }
#declare T_Brass_3D = texture { pigment { P_Brass3 } finish { F_MetalD } }
#declare T_Brass_3E = texture { pigment { P_Brass3 } finish { F_MetalE } }
#declare T_Brass_4A = texture { pigment { P_Brass4 } finish { F_MetalA } }
#declare T_Brass_4B = texture { pigment { P_Brass4 } finish { F_MetalB } }
#declare T_Brass_4C = texture { pigment { P_Brass4 } finish { F_MetalC } }
#declare T_Brass_4D = texture { pigment { P_Brass4 } finish { F_MetalD } }
#declare T_Brass_4E = texture { pigment { P_Brass4 } finish { F_MetalE } }
#declare T_Brass_5A = texture { pigment { P_Brass5 } finish { F_MetalA } }
#declare T_Brass_5B = texture { pigment { P_Brass5 } finish { F_MetalB } }
#declare T_Brass_5C = texture { pigment { P_Brass5 } finish { F_MetalC } }
#declare T_Brass_5D = texture { pigment { P_Brass5 } finish { F_MetalD } }
#declare T_Brass_5E = texture { pigment { P_Brass5 } finish { F_MetalE } }
// COPPERS & BRONZES
#declare T_Copper_1A = texture { pigment { P_Copper1 } finish { F_MetalA } }
#declare T_Copper_1B = texture { pigment { P_Copper1 } finish { F_MetalB } }
#declare T_Copper_1C = texture { pigment { P_Copper1 } finish { F_MetalC } }
#declare T_Copper_1D = texture { pigment { P_Copper1 } finish { F_MetalD } }
#declare T_Copper_1E = texture { pigment { P_Copper1 } finish { F_MetalE } }
#declare T_Copper_2A = texture { pigment { P_Copper2 } finish { F_MetalA } }
#declare T_Copper_2B = texture { pigment { P_Copper2 } finish { F_MetalB } }
#declare T_Copper_2C = texture { pigment { P_Copper2 } finish { F_MetalC } }
#declare T_Copper_2D = texture { pigment { P_Copper2 } finish { F_MetalD } }
#declare T_Copper_2E = texture { pigment { P_Copper2 } finish { F_MetalE } }
#declare T_Copper_3A = texture { pigment { P_Copper3 } finish { F_MetalA } }
#declare T_Copper_3B = texture { pigment { P_Copper3 } finish { F_MetalB } }
#declare T_Copper_3C = texture { pigment { P_Copper3 } finish { F_MetalC } }
#declare T_Copper_3D = texture { pigment { P_Copper3 } finish { F_MetalD } }
#declare T_Copper_3E = texture { pigment { P_Copper3 } finish { F_MetalE } }
#declare T_Copper_4A = texture { pigment { P_Copper4 } finish { F_MetalA } }
#declare T_Copper_4B = texture { pigment { P_Copper4 } finish { F_MetalB } }
#declare T_Copper_4C = texture { pigment { P_Copper4 } finish { F_MetalC } }
#declare T_Copper_4D = texture { pigment { P_Copper4 } finish { F_MetalD } }
#declare T_Copper_4E = texture { pigment { P_Copper4 } finish { F_MetalE } }
#decl