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POV31G30
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POVRAY_3.1G
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INCLUDE
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TEXTURES.INC
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Text File
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1999-10-30
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1,292 lines
#include "finish.inc"
#ifdef(View_POV_Include_Stack)
# debug "including textures.inc\n"
#end
#local Textures_Inc_Temp = version;
/*
Persistence of Vision Raytracer Version 3.1
Standard textures include file
Contents:
===========================
DMFWood6
NBglass (Norm Bowler)
NBoldglass (Norm Bowler)
NBwinebottle (Norm Bowler)
NBbeerbottle (Norm Bowler)
Ruby_Glass (after Norm Bowler)
Dark_Green_Glass (after Norm Bowler)
Yellow_Glass (after Norm Bowler)
Orange_Glass (after Norm Bowler)
Vicks_Bottle_Glass (after Norm Bowler)
Soft_Silver (Dan Farmer)
New_Penny (Dan Farmer)
Tinny_Brass (Dan Farmer)
Gold_Nugget (Dan Farmer)
Aluminum (Dan Farmer)
Bright_Bronze (Dan Farmer)
Lightening1 (Dan Farmer)
Lightening2 (Dan Farmer)
Brushed_Aluminum (Dan Farmer)
Starfield (Jeff Burton )
Shadow_Clouds (Bill Pulver)
*/
//*****************************************************************************
// STONE PIGMENTS
//*****************************************************************************
#declare Jade_Map =
color_map {
[0.0 rgb <0.1, 0.6, 0.1>]
[0.8 rgb <0.0, 0.3, 0.0>]
[0.8 rgb <0.1, 0.6, 0.1>]
[1.0 rgb <0.0, 0.2, 0.0>]
}
// Drew Wells' superb Jade. Color map works nicely with other textures, too.
#declare Jade =
pigment {
marble
turbulence 1.8
color_map { Jade_Map }
}
#declare Red_Marble_Map =
color_map {
[0.0 rgb <0.8, 0.8, 0.6>]
[0.8 rgb <0.8, 0.4, 0.4>]
[1.0 rgb <0.8, 0.2, 0.2>]
}
// Classic white marble with red veins. Over-worked, like checkers.
#declare Red_Marble =
pigment {
marble
color_map { Red_Marble_Map }
turbulence 1
}
#declare White_Marble_Map =
color_map {
[0.0 rgb <0.9, 0.9, 0.9>]
[0.8 rgb <0.5, 0.5, 0.5>]
[1.0 rgb <0.2, 0.2, 0.2>]
}
// White marble with black veins.
#declare White_Marble =
pigment {
marble
turbulence 1
color_map { White_Marble_Map }
}
// Light blue and black marble with a thin red vein
// Try changing LBlue and Vein below to modify the marble.
#declare LBlue = rgb <0.0, 0.6, 0.6>;
#declare Vein = rgb <0.6, 0.0, 0.0>;
#declare Blood_Marble_Map =
color_map {
[0.0 color 0]
[0.8 color LBlue]
[0.9 color Vein]
[1.0 color 0]
}
#declare Blood_Marble =
pigment {
marble
color_map { Blood_Marble_Map }
turbulence 2.3
}
#declare Blue_Agate_Map =
color_map {
[0.5 rgb <0.30, 0.30, 0.50>]
[0.55 rgb <0.20, 0.20, 0.30>]
[0.6 rgb <0.25, 0.25, 0.35>]
[0.7 rgb <0.15, 0.15, 0.26>]
[0.8 rgb <0.10, 0.10, 0.20>]
[0.9 rgb <0.30, 0.30, 0.50>]
[1.0 rgb <0.10, 0.10, 0.20>]
}
// a grey blue agate -- kind of purplish.
#declare Blue_Agate =
pigment {
agate
color_map { Blue_Agate_Map }
}
#declare Sapphire_Agate_Map =
color_map {
[0.0 rgb <0.0, 0.0, 0.9>]
[0.3 rgb <0.0, 0.0, 0.8>]
[1.0 rgb <0.0, 0.0, 0.4>]
}
// Deep blue agate -- almost glows.
#declare Sapphire_Agate =
pigment {
agate
color_map { Sapphire_Agate_Map }
}
#declare Brown_Agate_Map =
color_map {
[0.0 rgb 0]
[0.5 rgb <0.9, 0.7, 0.6>]
[0.6 rgb <0.9, 0.7, 0.4>]
[1.0 rgb <0.7, 0.4, 0.2>]
}
// Brown and white agate -- very pretty.
#declare Brown_Agate =
pigment {
agate
color_map { Brown_Agate_Map }
}
#declare Pink_Granite_Map =
color_map {
[0.4 rgb 0]
[0.4 rgb <0.85, 0.85, 0.95>]
[0.45 rgb <0.85, 0.85, 0.95>]
[0.5 rgb <0.75, 0.75, 0.75>]
[0.55 rgb <0.82, 0.57, 0.46>]
[0.8 rgb <0.82, 0.57, 0.46>]
[1.0 rgb <1.00, 0.50, 0.00>]
}
#declare Pink_Granite =
pigment {
granite
color_map { Pink_Granite_Map }
}
//*****************************************************************************
// STONE TEXTURES
//*****************************************************************************
// Gray-pink alabaster or marble. Layers are scaled for a unit object
// and relative to each other.
// NOTE: This texture has very tiny dark blue specks that are often
// mistaken for rendering errors. They are not errors. Just a
// strange texture design.
#declare PinkAlabaster =
// Underlying surface is very subtly mottled with bozo
texture {
pigment {
bozo
turbulence 0.25
color_map {
[0 rgb <0.9, 0.75, 0.75>]
[1 rgb <0.6, 0.6, 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 rgbf <0.52, 0.39, 0.39, 1.0>]
[0.9 rgbf <0.52, 0.39, 0.39, 0.5>]
[0.9 rgbf <0.42, 0.14, 0.55, 0.0>]
}
scale 2
}
finish {
specular 1
roughness 0.0001
phong 0.25
phong_size 75
brilliance 4
}
}
//*****************************************************************************
// SKY PIGMENTS
//*****************************************************************************
#declare Blue_Sky_Map =
color_map {
[0.5 rgb <0.25, 0.25, 0.5>]
[0.6 rgb 0.7]
[1.0 rgb 0.3]
}
// Basic Blue Sky w/ clouds.
#declare Blue_Sky =
pigment {
bozo
color_map { Blue_Sky_Map }
turbulence 0.3
}
// Bright Blue Sky w/ very white clouds.
#declare Bright_Blue_Sky =
pigment {
bozo
turbulence 0.56
color_map {
[0.5 rgb <0.5, 0.5, 1.0>]
[0.6 rgb 1.0]
[1.0 rgb 0.5]
}
}
// Another sky
#declare Blue_Sky2 =
pigment {
agate
color_map {
[0.3 rgb <0, 0, 1>]
[1.0 rgb 1]
}
scale .75
}
// Small puffs of white clouds
#declare Blue_Sky3 =
pigment {
granite
turbulence 0.1
color_map {
[0.3 rgb <0, 0, 1>]
[1.0 rgb 1]
}
scale .75
}
// Red sky w/ yellow clouds -- very surreal.
#declare Blood_Sky =
pigment {
bozo
turbulence 0.5
color_map {
[0.0 rgb <0.9, 0.700, 0.0>]
[0.5 rgb <0.3, 0.200, 0.0>]
[0.5 rgb <0.6, 0.025, 0.0>]
[0.6 rgb <0.9, 0.700, 0.0>]
[0.6 rgb <0.6, 0.025, 0.0>]
}
}
// 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 rgb <0.8, 0.0, 0.0>]
[0.4 rgb <0.4, 0.0, 0.4>]
[0.6 rgb <0.0, 0.0, 0.2>]
[1.0 rgb 0.0]
}
}
// White clouds w/ transparent sky.
#declare Clouds =
pigment {
bozo
color_map {
[0.1 rgbf <0.8, 0.8, 0.8, 0.0>]
[0.5 rgbf <1.0, 1.0, 1.0, 1.0>]
}
}
#declare FBM_Clouds =
pigment {
bozo
turbulence 0.65
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 rgb 0.85]
[0.1 rgb 0.75]
[0.5 rgb 0.75]
[0.5 rgbf <1,1,1,1>]
}
scale <6, 1, 6>
}
#declare Shadow_Clouds =
texture { // The blue sky background for the clouds
pigment { rgb <0.196078, 0.6, 0.8> }
finish { ambient 0.7 diffuse 0 }
}
texture { // The upper part of the clouds
pigment { FBM_Clouds }
finish { ambient 1.0 diffuse 0 }
}
texture { // The darker underside of the clouds
pigment { FBM_Clouds translate -0.15*y }
finish { ambient 0.6 diffuse 0 }
}
//*****************************************************************************
// WOODEN PIGMENTS
//*****************************************************************************
// Several wooden pigments by Tom Price:
//