//================================================== //POV-Ray Materials list //================================================== //This file has been created by PoseRay v3.13.23.587 //3D model to POV-Ray/Moray Converter. //Author: FlyerX //Email: flyerx_2000@yahoo.com //Web: https://sites.google.com/site/poseray/ //================================================== //Files needed to run the POV-Ray scene: //Cloister_PieveDiCadore_POV_main.ini (initialization file - open this to render) //Cloister_PieveDiCadore_POV_scene.pov (scene setup of cameras, lights and geometry) //Cloister_PieveDiCadore_POV_geom.inc (geometry) //Cloister_PieveDiCadore_POV_mat.inc (materials) //marmob_t.jpg //Imarble1_c.jpg //Imarble1_c_bump.png //mar-gy11.jpg //Bwcheckr.png //Bwcheckr_bump.png //Tile0016_new.png //Tile0016_bump.png //Stones.jpg //Teak.jpg //dipin1r4.jpg //Bump_CracklesTiles.png //dipin2r4.jpg //Adesk2.jpg //ChalkBricks.jpg //Bump_ChalkBricks.png //Author.png // //Macros used by PoseRay to manipulate pigments //October 06, 2010 //By FlyerX #macro pigment_gray(p1) //converts to grayscale #local PR1 = function {pigment{p1}} #local PR_Gray=function (x,y,z) {0.2126*PR1(x,y,z).red+0.7152*PR1(x,y,z).green+0.0722*PR1(x,y,z).blue} function{PR_Gray(x,y,z)} #end #macro pigment_multiply(p1,p2) //multiplies two pigments #local PR1 = function {pigment{p1}} #local PR2 = function {pigment{p2}} #local PR_FRed=function (x,y,z) {PR1(x,y,z).red*PR2(x,y,z).red} #local PR_FGrn=function (x,y,z) {PR1(x,y,z).green*PR2(x,y,z).green} #local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue*PR2(x,y,z).blue} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] //add each color and then divide by 3 [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_transmit(p1,tr) //sets the transparency to tr #local PR1 = function {pigment{p1}} #local PR_FRed=function (x,y,z) {PR1(x,y,z).red} #local PR_FGrn=function (x,y,z) {PR1(x,y,z).green} #local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <1,0,0,0,tr/3>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <0,1,0,0,tr/3>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <0,0,1,0,tr/3>*3]}] } #end #macro pigment_process(p1,p2,tr) //multiplies two pigments and sets the transparency to tr #local PR1 = function {pigment{p1}} #local PR2 = function {pigment{p2}} #local PR_FRed=function (x,y,z) {PR1(x,y,z).red*PR2(x,y,z).red} #local PR_FGrn=function (x,y,z) {PR1(x,y,z).green*PR2(x,y,z).green} #local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue*PR2(x,y,z).blue} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <1,0,0,0,tr/3>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <0,1,0,0,tr/3>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgbft <0,0,0,0,tr>][1 rgbft <0,0,1,0,tr/3>*3]}] } #end #macro pigment_add(p1,p2) //adds two pigments - values are clamped from 0 to 1 #local PR1 = function {pigment{p1}} #local PR2 = function {pigment{p2}} #local PR_FRed=function (x,y,z) {clamp(PR1(x,y,z).red+PR2(x,y,z).red,0,1)} #local PR_FGrn=function (x,y,z) {clamp(PR1(x,y,z).green+PR2(x,y,z).green,0,1)} #local PR_FBlu=function (x,y,z) {clamp(PR1(x,y,z).blue+PR2(x,y,z).blue,0,1)} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_substract(p1,p2) //substracts two pigments - values are clamped from 0 to 1 #local PR1 = function {pigment{p1}} #local PR2 = function {pigment{p2}} #local PR_FRed=function (x,y,z) {clamp(PR1(x,y,z).red-PR2(x,y,z).red,0,1)} #local PR_FGrn=function (x,y,z) {clamp(PR1(x,y,z).green-PR2(x,y,z).green,0,1)} #local PR_FBlu=function (x,y,z) {clamp(PR1(x,y,z).blue-PR2(x,y,z).blue,0,1)} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_power(p1,n) //raises a pigment to a power - works with images with no mask (jpeg, bmp...) #local PR1 = function {pigment{p1}} #local PR_FRed=function (x,y,z) {pow(PR1(x,y,z).red,n)} #local PR_FGrn=function (x,y,z) {pow(PR1(x,y,z).green,n)} #local PR_FBlu=function (x,y,z) {pow(PR1(x,y,z).blue,n)} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_step(p1,s) //makes a pigment black if color < s or white otherwise #local PR1 = function {pigment{p1}} #local PR_FRed=function (x,y,z) {0.5*(sgn(PR1(x,y,z).red-s)+1)} #local PR_FGrn=function (x,y,z) {0.5*(sgn(PR1(x,y,z).green-s)+1)} #local PR_FBlu=function (x,y,z) {0.5*(sgn(PR1(x,y,z).blue-s)+1)} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_luminance(p1) //calculate luminance from RGB colors #local PR1 = function {pigment{p1}} #local PR_FRed=function (x,y,z) {0.2126*PR1(x,y,z).red + 0.7152*PR1(x,y,z).green + 0.0722*PR1(x,y,z).blue} #local PR_FGrn=function (x,y,z) {0.2126*PR1(x,y,z).red + 0.7152*PR1(x,y,z).green + 0.0722*PR1(x,y,z).blue} #local PR_FBlu=function (x,y,z) {0.2126*PR1(x,y,z).red + 0.7152*PR1(x,y,z).green + 0.0722*PR1(x,y,z).blue} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_invert(p1) //inverts the color -> 1-RGB #local PR1 = function {pigment{p1}} #local PR_FRed=function (x,y,z) {1-PR1(x,y,z).red} #local PR_FGrn=function (x,y,z) {1-PR1(x,y,z).green} #local PR_FBlu=function (x,y,z) {1-PR1(x,y,z).blue} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end #macro pigment_mix(p1,p2,xv) //mixes two pigments on a sliding scale xv from 0 to 1 #local PR1 = function {pigment{p1}} #local PR2 = function {pigment{p2}} #local PR_FRed=function (x,y,z) {PR1(x,y,z).red*(1-xv)+PR2(x,y,z).red*xv} #local PR_FGrn=function (x,y,z) {PR1(x,y,z).green*(1-xv)+PR2(x,y,z).green*xv} #local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue*(1-xv)+PR2(x,y,z).blue*xv} average pigment_map{ [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}] [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}] [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}] } #end //======================================= #macro power_ramp(xv,xa,xb,ya,yb,pw) //generates a float with a power ramp from (xa,ya) to (xb,yb) with power pw and argument xv. //ramp slope is zero at xb ((ya-yb)/pow((xa-xb),pw))*pow((xv-xb),pw)+yb #end #macro power_ramp2(xv,xa,xb,ya,yb,pw) //generates a float with a power ramp from (xa,ya) to (xb,yb) with power pw and argument xv. //ramp slope is zero at xa ((yb-ya)/pow((xb-xa),pw))*pow((xv-xa),pw)+ya #end //================================================== //Map definitions #declare p_map1=pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Imarble1_c.jpg" transmit all 0 } } #declare p_map2=normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Imarble1_c_bump.png" }} #declare p_map3=pigment {image_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Tile0016_new.png" transmit all 0 } } #declare p_map4=normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Tile0016_bump.png" }} #declare p_map5=pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Teak.jpg" transmit all 0 } } #declare p_map6=normal {bump_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Teak.jpg" }} #declare p_map7=pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\dipin1r4.jpg" transmit all 0 } } #declare p_map8=normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\images\Bump maps\Bump_CracklesTiles.png" }} #declare p_map9=pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\dipin2r4.jpg" transmit all 0 } } #declare p_map10=normal {bump_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Adesk2.jpg" }} #declare p_map11=pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\images\Image maps\Stone\ChalkBricks.jpg" transmit all 0 } } #declare p_map12=normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\images\Bump maps\Bump_ChalkBricks.png" }} //================================================== //Custom definitions #ifndef (_GLASS_INC) #include "glass.inc" #end #declare p_map_column = pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\mar-gy11.jpg" transmit all 0 } } #declare n_map_column = normal {bump_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\mar-gy11.jpg" }} #declare p_map_border = pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\marmob_t.jpg" transmit all 0 } } #declare n_map_border = normal {bump_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\marmob_t.jpg" }} #declare p_map_tile = pigment {image_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Bwcheckr.png" transmit all 0 } } #declare n_map_tile = normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Bwcheckr_bump.png" }} #declare p_map_author = pigment {image_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Author.png" once transmit all 0 } } #declare n_map_author = normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Author_bump.png" once }} #declare p_map_arc = pigment {image_map{jpeg "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Stones.jpg" transmit all 0 } } #declare n_map_arc = normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Stones_bump.png" }} #declare n_map_water = normal {bump_map{png "C:\Users\Thomas\Documents\VirtualReality\Data files\3ds files\Architecture\Cloister\Sand_c_bump.png" }} //================================================== //Material definitions #declare Atrium_border_= #declare F_border = finish { specular albedo 0.04705882 roughness 0.005259534 diffuse albedo 0.8 } #declare N_border = normal { uv_mapping average normal_map { [1.0 n_map_border bump_size 2] [0.9 granite 2 scale 0.1] } } #declare T_border = texture { pigment {uv_mapping pigment_multiply(p_map_border,pigment{color srgb ((<0.88,0.79,0.12>-<1,1,1>)*0.2+<1,1,1>) })} finish {F_border} normal {N_border} } material { texture {/*uv_mapping*/ T_border } } //================================================== #declare Arc_wall_= #declare PR_DIFFUSE=pigment{p_map1} #declare F1=finish{specular albedo 0.04705882 //Max highlight intensity: 0 -> 1 roughness 0.01963802 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map2 bump_size 10//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Columns_= #declare F_column = finish { specular albedo 0.04705882 roughness 0.00286312 diffuse albedo 0.8 } #declare N_column = normal { uv_mapping average normal_map { [1.0 n_map_column bump_size 10] [0.5 granite 2 scale 0.1] } } #declare T_column = texture { pigment {uv_mapping p_map_column } finish {F_column} normal {N_column} } material { texture {/*uv_mapping*/ T_column } } //================================================== #declare HiddenTex_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,0.50> transmit 0/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Cloister_floor_= #declare Pig1a = pigment { crackle color_map { [0.4 srgb 0.1] [0.6 srgb 1.0] } sine_wave scale 0.05 } #declare Pig2a = pigment { wrinkles color_map { [0.0 srgb 0.5] [0.5 srgb 1.0] } } #declare Pig3a = pigment { granite pigment_map { [0 Pig1a] [1 Pig2a] } triangle_wave scale 1.5 } #declare F_tile = finish { specular albedo 0.2 roughness 0.001 diffuse albedo 0.8 reflection {0.0, 0.02} conserve_energy } #declare N_tile = normal { average normal_map { [1.0 n_map_tile bump_size -10] [0.7 granite 0.5 scale 0.01] [0.9 pigment_pattern {Pig3a scale 0.3 rotate 45*y} 5] } } #declare T_tile = texture { pigment {pigment_multiply(p_map_tile,pigment{color srgb ((<0.88,0.79,0.12>-<1,1,1>)*0.2+<1,1,1>) })} } texture { pigment { granite pigment_map { [0 srgbf <0.7, 0.7, 0.7, 0.9>] [1 srgbf <0.9, 0.9, 0.9, 0.7>] } } scale 2 } material { texture { uv_mapping T_tile finish {F_tile} normal{N_tile} } } //================================================== #declare Atrium_mozaic_= #declare PR_DIFFUSE=pigment{p_map3} #declare F1=finish{specular albedo 0.04705882 //Max highlight intensity: 0 -> 1 roughness 0.005259534 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map4 bump_size -10//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Arc_stones_= #declare F_arc = finish { specular albedo 0.1 roughness 0.01724161 //surface roughness: 0.0005 -> 1 diffuse albedo 0.8 } #declare N_arc = normal { uv_mapping n_map_arc bump_size -5 } #declare T_arc = texture { pigment { uv_mapping p_map_arc } finish {F_arc} normal {N_arc} } material { texture { /*uv_mapping*/ T_arc } } //================================================== #declare Teak_wood_= #declare PR_DIFFUSE=pigment{p_map5} #declare F1=finish{specular albedo 0.04705882 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map6 bump_size 1//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Wall1_= #declare PR_DIFFUSE=pigment{p_map7} #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.01005236 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map8 bump_size 2//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 scale<0.5,0.5,1> } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Wall2_= #declare PR_DIFFUSE=pigment{p_map9} #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.01005236 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map8 bump_size 2//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 scale<0.5,0.5,1> } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Inscription_= #declare PR_DIFFUSE=pigment {color srgb <0.55,0.55,0.55> transmit 0/100 } #declare F1=finish{specular albedo 0.04705882 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map10 bump_size 1//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Fountain_= material {Columns_} //================================================== #declare Vault_= #declare PR_DIFFUSE=pigment{p_map11} #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.8 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare N1=normal{p_map12 bump_size 1//size of bump features at pure white. Can be positive or negative } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} normal{uv_mapping N1 } } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Water_= material { texture { pigment {color srgbf <0.9308, 0.9308, 0.9355, 0.9>} finish { specular 0.796 roughness 0.01 diffuse 0.9 brilliance 5 conserve_energy reflection { 0.01, 0.8 fresnel on } } normal {n_map_water bump_size 5 scale <1.0, 5.0, 1.0>} } interior{ior 1.3} } //================================================== #declare Glass_blue_= #declare F1 = finish { specular 0.6 roughness 0.002 ambient 0 diffuse 0.1 brilliance 5 reflection { 0.1, 1.0 fresnel on } conserve_energy #if (!Day) emission <0.21,0.14,0.49> #end } #declare T1 = texture { pigment {uv_mapping color srgb <0.21,0.14,0.49> filter 30/100} finish {F1} } material { texture {T1} interior {ior 1.5} } //================================================== #declare Glass_yellow_= #declare F1 = finish { specular 0.6 roughness 0.002 ambient 0 diffuse 0.1 brilliance 5 reflection { 0.1, 1.0 fresnel on } conserve_energy #if (!Day) emission <0.45,0.49,0.13> #end } #declare T1 = texture { pigment {uv_mapping color srgb <0.45,0.49,0.13> filter 30/100 } finish {F1} } material { texture {T1} interior {ior 1.5} } //================================================== #declare Lead_= #declare PR_DIFFUSE=pigment {color srgb <0.43,0.47,0.49> transmit 0/100 } #declare F1=finish{specular albedo 0.1568627 //Max highlight intensity: 0 -> 1 roughness 0.01005236 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled metallic ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 metallic } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Glass_red_= #declare F1 = finish { specular 0.6 roughness 0.002 ambient 0 diffuse 0.1 brilliance 5 reflection { 0.1, 1.0 fresnel on } conserve_energy #if (!Day) emission <0.49,0.15,0.22> #end } #declare T1 = texture { pigment {uv_mapping color srgb <0.49,0.15,0.22> filter 30/100} finish{F1} } material { texture {T1} interior {ior 1.5} } //================================================== #declare Light1_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Light2_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare DarkBlueMet_= #declare PR_DIFFUSE=pigment {color srgb <0.00,0.00,0.50> transmit 0/100 } #declare F1=finish{specular albedo 0.2352941 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Glass_lantern_= #declare F1 = finish { specular 0.6 roughness 0.002 ambient 0 diffuse 0.1 brilliance 5 reflection { 0.1, 1.0 fresnel on } conserve_energy #if (!Day) emission <0.45,0.49,0.13>*2 #end } #declare T1 = texture { pigment {uv_mapping color srgb <0.45,0.49,0.13> filter 30/100 } finish {F1} } material { texture {T1} interior {ior 1.5} } //================================================== #declare Light3_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Light4_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Light5_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Light6_= #declare PR_DIFFUSE=pigment {color srgb <1.00,1.00,1.00> transmit 100/100 } #declare F1=finish{specular albedo 0 //Max highlight intensity: 0 -> 1 roughness 0.00286312 //surface roughness: 0.0005 -> 1 phong albedo 0 phong_size 0 //Phong specular disabled ambient <0,0,0> emission srgb <0.00,0.00,0.00> //ambient RGB color: 0->1 for each component diffuse albedo 0.6 reflection{0 } conserve_energy //reflection amount: 0 -> 1 } #declare T1=texture{ pigment{uv_mapping PR_DIFFUSE } finish{F1} } material{ texture{/*uv_mapping*/ T1 } } //================================================== #declare Author_= #declare TM_Bronze_Metal_mat = texture { pigment { srgb <140, 119, 35>/255 } normal {granite 0.2 scale 0.1} finish { diffuse 0.7 brilliance 6.0 specular 0.4 roughness 0.005 reflection {0.0, 0.3 metallic} conserve_energy metallic } } #declare F_author = finish { specular albedo 0.2 roughness 0.00286312 diffuse albedo 0.8 } #declare T_author= texture {TM_Bronze_Metal_mat} texture { pigment {uv_mapping p_map_author } normal {uv_mapping n_map_author bump_size -10} finish {F_author} } material { texture {T_author} } //==================================================