// Material Include file. // // This file was generated for POV-Ray V3.1 by // NOTE: Do *NOT* remove the comment lines containing '$MRY$'. // To make Moray not re-export the material, change // the '$MRY$' to '$MRX$'. // // // ******** MATERIALS ******* // // Materials from previous exports [MRY] // Materials exported in this run [MRY] // $MRY$: 'Checkerboard' #declare Checkerboard = material // Checkerboard { texture { pigment { checker color rgb <1.0, 1.0, 1.0> color rgb <0.25098, 0.0, 0.25098> scale 0.5 } } } // $MRY$: 'Glass' #declare Glass = material // Glass { texture { pigment { color rgbf <1.0, 1.0, 1.0, 0.75> } finish { ambient 0.25 diffuse 0.0 phong 1.0 phong_size 20.0 roughness 0.0 reflection 0.075 } } interior { ior 2.1//2.7 } } // $MRY$: 'White' #declare White = material // White { texture { pigment { color rgb <1.0, 1.0, 1.0> } finish { ambient 0.0 } } } // $MRY$: 'Red' #declare Red = material // Red { texture { pigment { color rgb <1.0, 0.0, 0.0> } } } // $MRY$: 'Blue' #declare Blue = material // Blue { texture { pigment { color rgb <0.0, 0.0, 0.85> } } } // $MRY$: 'Green' #declare Green = material // Green { texture { pigment { color rgb <0.0, 0.690196, 0.0> } } } // $MRY$: 'Polished_Chrome' /* #declare Polished_Chrome = material // Polished_Chrome { texture { pigment { color rgb <0.2, 0.2, 0.2> } normal { bumps , 0.05 scale 0.000001 } finish { ambient 0.1 diffuse 0.7 brilliance 6.0 phong 0.8 phong_size 120.0 reflection 0.6 } } } */ // $MRY$: 'Glass 2' #declare Glass_2 = material // Glass 2 { texture { pigment { color rgbf <1.0, 1.0, 1.0, 0.75> } finish { ambient 0.25 diffuse 0.0 brilliance 0.0 phong 1.0 phong_size 20.0 roughness 0.0 reflection 0.075 } } interior { ior 2.1 } } // $MRY$: 'Light texture' #declare Light_texture = material // Light texture { texture { pigment { color rgb <1.0, 1.0, 1.0> } finish { ambient 1.0 } } } // $MRY$: 'Light texture - small piece' #declare Light_texture_M_small_piece = material // Light texture - small piece { texture { pigment { color rgb <1.0, 1.0, 1.0> } finish { ambient 0.6 } } } #declare BlurAmount = .1; #declare BlurSamples = 10; //was 20 #declare Polished_Chrome = material // Polished_Chrome { texture { average texture_map { #declare Ind = 0; #declare S = seed(0); #while( Ind < BlurSamples) [1 pigment { color rgb <0.2, 0.2, 0.2> } finish { ambient 0.1 diffuse 0.7 brilliance 6.0 phong 0.8 phong_size 120.0 reflection 0.6 } normal { bumps BlurAmount translate *10 scale 1000 } ] #declare Ind = Ind + 1; #end } } }