// Persistence of Vision Ray Tracer Scene Description File // File: .pov // Vers: 3.8 // Desc: demo pigment_pattern // Date: January 2021 // Auth: TdeG //These are the image_maps used for the pattern: #declare p_map2a = pigment {image_map {jpeg "C:/.../DirtRoad_01.jpg" gamma srgb interpolate 2 transmit all 0 } } #declare p_map2b = pigment {image_map {jpeg "C:/.../DirtRoad_02.jpg" gamma srgb interpolate 2 transmit all 0 } } #declare p_map2c = pigment {image_map {jpeg "C:/.../DirtRoad_03.jpg" gamma srgb interpolate 2 transmit all 0 } } #declare p_map2d = pigment {image_map {jpeg "C:/.../DirtRoad_04.jpg" gamma srgb interpolate 2 transmit all 0 } } #declare n_map2a = normal {bump_map {jpeg "C:/.../DirtRoad_01_bw.jpg" gamma 1 interpolate 2 } } #declare n_map2b = normal {bump_map {jpeg "C:/.../DirtRoad_02_bw.jpg" gamma 1 interpolate 2 } } #declare n_map2c = normal {bump_map {jpeg "C:/.../DirtRoad_03_bw.jpg" gamma 1 interpolate 2 } } #declare n_map2d = normal {bump_map {jpeg "C:/.../DirtRoad_04_bw.jpg" gamma 1 interpolate 2 } } //----------------------------------------------------------------- //pigments #declare P_roada = pigment {p_map2a} #declare P_roadb = pigment {p_map2b} #declare P_roadc = pigment {p_map2c} #declare P_roadd = pigment { average warp {turbulence 2.0} pigment_map { [0.3 p_map2a scale 10 rotate 10] [1.0 p_map2c scale 10] [0.7 p_map2d scale 20] } } //----------------------------------------------------------------- //normals #declare N_roada = normal {n_map2a bump_size 15} #declare N_roadb = normal {n_map2b bump_size 15} #declare N_roadc = normal {n_map2c bump_size 15} //----------------------------------------------------------------- //finish #declare F_road = finish { specular 0.1 roughness 0.001 diffuse 0.3 conserve_energy } //----------------------------------------------------------------- //texture #declare T_road = texture {uv_mapping pigment_pattern {P_roadd scale 0.3 warp {turbulence <0.1, 1.0, 0.1>} } texture_map { [0.2 pigment {P_roadc scale 0.2} finish {F_road} normal {N_roadc scale 0.2}] [0.5 pigment {P_roada scale 0.4 warp {turbulence 0.1}} finish {F_road} normal {N_roada scale 0.4 warp {turbulence 0.1}}] [0.8 pigment {P_roadb scale 0.2 warp {turbulence 0.1}} finish {F_road} normal {N_roadb scale 0.2 warp {turbulence 0.1}}] } scale 1/50 warp {turbulence <0, 0.2, 0>} scale 50 scale 0.5 } //----------------------------------------------------------------- //material #declare RoadSurf_= material { texture { T_road } }