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CD Direkt 1995 #6
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CDD_6_95.ISO
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winanw
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povcad4
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pov2tex.inc
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1995-02-14
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193 lines
//////////////////////////////////////////////////////////////////////////////
// This file is a collection of custom POV 2.x textures... //
// //
// If you add your own textures to this file, add the texture name to the //
// file "textures.pv2" so they'll appear in the texture list in POVCAD. //
//////////////////////////////////////////////////////////////////////////////
/*************************************
Metal textures by Dan Farmer '94:
Soft_Silver
New_Penny
Tinny_Brass
Gold_Nugget
Aluminum
Bright_Bronze
*************************************/
#declare Soft_Silver = texture {
pigment { color red 0.94 green 0.93 blue 0.83 }
finish {
specular 0.85
roughness 0.01
ambient 0.2
diffuse 0.35
reflection 0.45
metallic
brilliance 1.5
}
}
#declare New_Penny = texture {
pigment { color rgb <0.6, 0.45, 0.4> }
finish {
specular 0.85
roughness 0.01
ambient 0.1
diffuse 0.65
reflection 0.45
metallic
brilliance 1.5
}
}
#declare Tinny_Brass = texture {
pigment { color red 0.70 green 0.56 blue 0.37 }
finish {
specular 0.85
roughness 0.01
ambient 0.1
diffuse 0.65
reflection 0.45
metallic
brilliance 1.5
}
}
#declare Gold_Nugget = texture {
pigment { color rgb <0.5, 0.35, 0.25> }
finish {
specular 0.85
roughness 0.01
ambient 0.1
diffuse 0.65
reflection 0.45
metallic
brilliance 1.5
}
}
#declare Aluminum = texture {
pigment { color rgb <0.55, 0.5, 0.45> }
finish {
specular 0.85
roughness 0.01
ambient 0.1
diffuse 0.65
reflection 0.45
metallic
brilliance 1.5
}
}
#declare Bright_Bronze = texture {
pigment { color rgb <0.36, 0.28, 0.20> }
finish {
specular 0.85
roughness 0.01
ambient 0.1
diffuse 0.65
reflection 0.45
metallic
brilliance 1.5
}
}
// End of Dans's metal textures
/************************
Misc. textures
*************************/
////////////////////////////////////////////////////////////////////////
// A plastic white texture
//
#declare Phong_White =
texture {
pigment { color White }
finish {
ambient 0.25
diffuse 0.35
phong 0.5
phong_size 20.0
}
} // End Texture
////////////////////////////////////////////////////////////////////////
// A nice shiny black texture
//
#declare Shiny_Black =
texture {
pigment { color rgb <0, 0, 0> }
finish {
ambient 0.2
diffuse 0.75
specular 0.65
roughness 0.01
}
} // End Texture
////////////////////////////////////////////////////////////////////////
// Texture: Clouds1
//
#declare Clouds1 =
texture {
pigment {
bozo
turbulence 0.5
color_map {
[0, 0.6 color Clear color Clear]
[0.6, 0.8 color Clear color White]
[0.8, 1.001 color White color red 0.8 green 0.8 blue 0.8]
}
quick_color red 0.7 green 0.7 blue 0.7
scale <100, 20, 100>
}
finish {ambient 0.7 diffuse 0}
scale <1.25, 1.5,1>
rotate <0, 75, 0>
}
////////////////////////////////////////////////////////////////////////
// Finish: Matte1
//
#declare Matte1 =
finish {
ambient 0.25
diffuse 0.6
phong 0.05
phong_size 1.5
}
////////////////////////////////////////////////////////////////////////
// Normal: Rocky1
//
#declare Rocky1 =
normal {
bumps 0.4
turbulence 0.5
octaves 4
lambda 4.0
}
////////////////////////////////////////////////////////////////////////
// Texture: Dark_Chrome
//
#declare Dark_Chrome =
texture {
pigment { color Gray20 }
finish {
reflection 1.0
crand 0.02
phong 50.0
phong_size 25.0
}
}