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Very excellent, Tim! Like everybody else, I am always amazed at the details
and quality of your project. Must become obsessive, isn't it? ;-)
I have used, and adapted, your slopetexture / wornwood macro for my own
needs in my windows_room adaptation of Tim Nikias'. For what it's worth,
here it is for use and comment for everybody.
Thomas
/***************************************************************************
*******
Persistence of Vision Ray Tracer Scene Description File
File name : TM_SlopeTex.inc
Version : 3.6 / MegaPOV 1.0
Description : a slope texture by Tim McMurdo
(with some additions/changes by TdG)
Date : July 2005
Author : Tim McMurdo
E-mail : p.b.i.
Copyright (C) 2005. All rights reserved.
****************************************************************************
******/
/* ADDED/CHANGED FEATURES (by Thomas de Groot):
The following parameters have been added by me:
- Polish: which controls the specular of the paint finish (instead of
phong).
- WoodType: which controls the type of wood.
- WearSharp: which controls the transition between wood and paint.
- Woodscale: which controls the size of the underlying wood texture.
- Paintscale: which controls the size of the wood+paint texture. You should
first
fix Paintscale before changing Woodscale, as the two are
linked together.
*/
#macro
WornWood(RGB,Polish,WoodType,WearFlat,WearEdge,WearSharp,Norm,Woodscale,Pain
tscale,Rot,Tran)
#declare Texture1 =
texture {
pigment {
wood
turbulence <0.1, 0.5, 1>
octaves 5
lambda 3.25
scale <0.15, .5, 1>
rotate <5, 10, 5>
translate -x*2
color_map {
[0.0 color RGB]
[0.1 color RGB]
[0.1 color 0.95*RGB]
[0.9 color 0.95*RGB]
[1.0 color RGB]
}
}
normal {
wood 0.2 // any pattern optionally
followed by an intensity value [0.5]
//turbulence <0.1, 0.5, 1>
turbulence <0.2, 0.2, 0.01>
octaves 5
lambda 3.25
//scale <0.15, 0.5, 0.2>
scale <0.5, 0.5, 0.9>
rotate <3, 2, 0>
translate -x*2
accuracy 0.02 // changes the scale for normal
calculation [0.02]
//scale 0.3 // any transformations
}
finish{
ambient 0
specular Polish // TdG
roughness 0.01
//phong 0.35
//phong_size 100
}
}
#declare TWood1 =
texture {WoodType scale Woodscale}
texture {pigment{color rgbt <255, 155, 23,
0.999999*256>/256*0.25} }
#declare TWood2 =
texture {WoodType scale Woodscale}
texture {pigment{color rgbt <255, 155, 23,1.5*256>/256*0.45} }
#declare PaintedWood1 =
texture {
bozo
//granite
texture_map {
[0 TWood1]
[WearFlat TWood2]
[WearFlat+WearSharp Texture1]
[1.0 Texture1]
}
warp {turbulence 0.2}
scale Paintscale
}
#declare PaintedWood2 =
texture {
bozo
//granite
texture_map {
[0 TWood1]
[WearEdge TWood2]
[WearEdge+WearSharp Texture1]
[1.0 Texture1]
}
warp {turbulence 0.2}
scale Paintscale
}
#declare TM_SlopeTex =
texture {
slope { <0, -1, 0> }
texture_map{
[0 PaintedWood1]
//[0.1 PaintedWood1] // comment out for smooth
transition
[0.1 PaintedWood2]
//[0.4 PaintedWood2] // comment out for smooth
transition
[0.4 PaintedWood1]
[0.6 PaintedWood1]
//[0.6 PaintedWood2] // comment out for smooth
transition
[0.9 PaintedWood2 ]
[1.0 PaintedWood1]
}
warp {turbulence 0.05}
rotate Rot
translate Tran
}
#end
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