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I tried using a material map instead of the patterned texture in the
code below, but the result was exactly the same. PoV aborted the render
and gave me a message "Cannot layer a patterned texture over another."
If I did it right the result should be a graduated texture rising
along the y axis so that the mortar between the stones is White*0.625
with a scaled granite normal to a bozo texture composed of the three
pre-defined textures.
This was my first attempt at creating a complex texture and I'm not
entirely sure it would work as expected, so if there're any other
problems with the code it's due to lack of experience.
#declare Slate =
texture {
pigment {
gradient x*z
triangle_wave
frequency 8000
color_map {
[0.0 SlateBlue filter 0.1]
[0.5 White filter 0.1 ]
}
}
normal { gradient x*z triangle_wave frequency 8000 }
}
#declare River_Rock =
texture {
pigment {
agate
turbulence 0.8
color_map {
[0.0, 0.25 color rgbf <0.349019, 0.082352, 0.27843, 0.1>
color rgbf <0.419607, 0.0, 0.188235, 0.1> ]
[0.25, 0.5 color rgbf <0.349019, 0.0, 0.188235, 0.1>
color rgbf <0.45, 0.0, 0.1875, 0.1> ]
[0.5, 0.75 color rgbf <0.45, 0.0, 0.1875, 0.1>
color rgbf <0.45, 0.1875, 0.25, 0.1> ]
[0.75, 1.0 color rgbf <0.45, 0.1875, 0.25, 0.1>
color rgbf <0.875, 0.875, 0.875, 0.1> ]
}
}
finish { reflection 0.03125 ambient 0.1 diffuse 0.03125 phong 0.25
phong_size 0.0625 }
}
#declare SandStone =
texture {
pigment {
granite
turbulence 1.5
color_map {
[0.0 color rgbf <0.5, 0.0, 0.0, 0.1> ]
[0.0 color rgbf <0.875, 0.875, 0.875, 0.1> ]
}
scale 0.0155125
}
normal { wrinkles 1 sine_wave scale 0.1875 }
}
#declare BaseTex =
texture {
pigment { White*0.625 filter 0.1 }
normal { granite 1 scale 0.005 }
}
#declare TTex =
texture {
bozo
sine_wave
turbulence 1.2
texture_map {
[0.0 SandStone ]
[0.5 Slate ]
[1.0 River_Rock ]
}
}
#declare GradTex =
texture {
gradient y
texture_map {
[0.0 BaseTex ]
[0.375 TTex ]
}
}
light_source { <-135000.0*ft, 135000.0*ft, -135000.0*ft> color rgb 1.0/*
fade_distance 28000*ft fade_power 2*/ }
camera {
location <0.0, 6.0*ft, -20.0*ft>
look_at <0.0, 6.0*ft, 0.0>
}
object {
plane { <0 1 0> 1 }
normal {
bump_map {
tga "Cobblestone.tga"
map_type 0
interpolate 2
use_color
bump_size 0.5
}
rotate 90*x
scale <12.0*ft, 1.0, 12.0*ft>
translate <-6.0*ft, 1.0, -6.0*ft>
}
texture { GradTex }
translate -1.0*y
}
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Attachments:
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Preview of image 'estate.jpg'
![estate.jpg](/povray.binaries.images/attachment/%3C3BB4AC01.70DF7ADD%40rapidnet.com%3E/estate.jpg?preview=1)
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Looks very Doom II ish!
"banty" <ban### [at] rapidnet com> wrote in message
news:3BB4AC01.70DF7ADD@rapidnet.com...
> I tried using a material map instead of the patterned texture in the
> code below, but the result was exactly the same. PoV aborted the render
> and gave me a message "Cannot layer a patterned texture over another."
> If I did it right the result should be a graduated texture rising
> along the y axis so that the mortar between the stones is White*0.625
> with a scaled granite normal to a bozo texture composed of the three
> pre-defined textures.
> This was my first attempt at creating a complex texture and I'm not
> entirely sure it would work as expected, so if there're any other
> problems with the code it's due to lack of experience.
>
> #declare Slate =
> texture {
> pigment {
> gradient x*z
> triangle_wave
> frequency 8000
> color_map {
> [0.0 SlateBlue filter 0.1]
> [0.5 White filter 0.1 ]
> }
> }
> normal { gradient x*z triangle_wave frequency 8000 }
> }
>
> #declare River_Rock =
> texture {
> pigment {
> agate
> turbulence 0.8
> color_map {
> [0.0, 0.25 color rgbf <0.349019, 0.082352, 0.27843, 0.1>
> color rgbf <0.419607, 0.0, 0.188235, 0.1> ]
> [0.25, 0.5 color rgbf <0.349019, 0.0, 0.188235, 0.1>
> color rgbf <0.45, 0.0, 0.1875, 0.1> ]
> [0.5, 0.75 color rgbf <0.45, 0.0, 0.1875, 0.1>
> color rgbf <0.45, 0.1875, 0.25, 0.1> ]
> [0.75, 1.0 color rgbf <0.45, 0.1875, 0.25, 0.1>
> color rgbf <0.875, 0.875, 0.875, 0.1> ]
> }
> }
> finish { reflection 0.03125 ambient 0.1 diffuse 0.03125 phong 0.25
> phong_size 0.0625 }
> }
>
> #declare SandStone =
> texture {
> pigment {
> granite
> turbulence 1.5
> color_map {
> [0.0 color rgbf <0.5, 0.0, 0.0, 0.1> ]
> [0.0 color rgbf <0.875, 0.875, 0.875, 0.1> ]
> }
> scale 0.0155125
> }
> normal { wrinkles 1 sine_wave scale 0.1875 }
> }
>
> #declare BaseTex =
> texture {
> pigment { White*0.625 filter 0.1 }
> normal { granite 1 scale 0.005 }
> }
>
> #declare TTex =
> texture {
> bozo
> sine_wave
> turbulence 1.2
> texture_map {
> [0.0 SandStone ]
> [0.5 Slate ]
> [1.0 River_Rock ]
> }
> }
>
> #declare GradTex =
> texture {
> gradient y
> texture_map {
> [0.0 BaseTex ]
> [0.375 TTex ]
> }
> }
>
> light_source { <-135000.0*ft, 135000.0*ft, -135000.0*ft> color rgb 1.0/*
> fade_distance 28000*ft fade_power 2*/ }
>
> camera {
> location <0.0, 6.0*ft, -20.0*ft>
> look_at <0.0, 6.0*ft, 0.0>
> }
>
> object {
> plane { <0 1 0> 1 }
> normal {
> bump_map {
> tga "Cobblestone.tga"
> map_type 0
> interpolate 2
> use_color
> bump_size 0.5
> }
> rotate 90*x
> scale <12.0*ft, 1.0, 12.0*ft>
> translate <-6.0*ft, 1.0, -6.0*ft>
> }
> texture { GradTex }
> translate -1.0*y
> }
>
----------------------------------------------------------------------------
----
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