#version 3.7; /* Value mapping of pigment patterns to show map values in 0.1 increments Bill Walker "Bald Eagle" April 2018 */ global_settings { assumed_gamma 1.0 } #include "colors.inc" sky_sphere {pigment {rgb <1, 1, 1>*0.2}} camera { location <0, 100, 35> // position & direction of view look_at <0, 0, 35> right x*image_width/image_height // horizontal size of view up y // vertical size of view } light_source {<10, 80, 25> color White} // define textures with numbers from 1 - 10, and use these numbers as textures in pigment map for wood #declare Num = array [10]; #for (N, 0, 9) #declare Num[N] = text {ttf "arialbd.ttf" chr(48+N) 100, 0 translate <0, 0, -50>} #end #declare T = array [10]; #for (N, 0, 9) #declare Current = CHSV2RGB(); #declare T[N] = pigment { pigment_pattern { object {Num[N]} // 1, 0} warp {repeat x} warp {repeat y} } pigment_map { [0.0 rgbft Current] //[0.9 rgbft Current] [1.0 rgb 0] } scale 0.2 } #end /* #for (N, 0, 9) box {<0.1, 5*N, 0>, <50, 5*(N+1), 0.2> texture {T[N]} } #end */ #declare NR_wood_grain = pigment { wood /* warp {cylindrical orientation y dist_exp 1} warp {turbulence 1.25} scale <0.5, 30, 1> warp {turbulence 0.25} scale <1, 10, 1> warp { black_hole <0, 0.5, 0>, 1 falloff 2 strength 1.5 repeat 7 turbulence 2 inverse } */ } /* #declare NR_Wood = texture { pigment_pattern {wood}//NR_wood_grain} triangle_wave //normal {function {NR_wood_normal(x,y,z).grey*FloorNormal}} //finish {diffuse 0.6 specular 0.1 roughness 0.005} } */ #declare Pattern = array [28] {pigment {agate}, pigment {boxed}, pigment {bozo}, pigment {brick}, pigment {bumps}, pigment {cells}, pigment {checker}, pigment {crackle}, pigment {cylindrical}, pigment {dents}, pigment {gradient x}, pigment {granite}, pigment {hexagon}, pigment {leopard}, pigment {marble}, pigment {onion}, pigment {quilted}, pigment {radial}, pigment {ripples}, pigment {spherical}, pigment {spiral1 5}, pigment {spiral2 4}, pigment {spotted}, pigment {square}, pigment {triangular}, pigment {waves}, pigment {wood}, pigment {wrinkles} } #declare Name = array [28] {"agate", "boxed", "bozo", "brick", "bumps", "cells", "checker", "crackle", "cylindrical", "dents", "gradient x", "granite", "hexagon", "leopard", "marble", "onion", "quilted", "radial", "ripples", "spherical", "spiral1 5", "spiral2 4", "spotted", "square", "triangular", "waves", "wood", "wrinkles" } #for (P, 0, 27) //#for (B, 0, 0.9, 0.1) text { ttf "arial.ttf", Name[P], 0.02, 0.0 scale 2 rotate x*90 translate -x*60 translate z*P*3 } // end of text object --------------------------------------------- box {<-500, -12, 0.1>*0.1, <600, 12, 0.2>*0.1 //translate -x*25 translate x*B*60 texture { pigment_pattern {Pattern [P]} //pigment_pattern {function {0.5}} scale 5 texture_map { #for (N, 0, 0.9, 0.1) [N T[N*10] ] [N+0.1 T[N*10] ] //#debug concat ( " N = ", str (N, 3, 1), " N+0.1 = ", str (N+0.1, 3, 1), " N*10 = ", str (N*10, 3, 1), "\n") #end } } rotate x*85 translate z*P*3 } //#end #end //box {<-25, -25, 0.1>, <25, 25, 0.2> texture {NR_Wood scale 10} }