// 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] // $MRY$: 'Water' #version unofficial megapov .5; #declare Water = material // Water { texture { pigment { color rgbf <0.593629, 0.634095, 0.677171, 1.0> } normal { bozo , 0.5 turbulence 0.5 ramp_wave scale <2.0, 2.0, -2.0> } finish { ambient 0.1 phong 1.0 phong_size 73.506667 roughness 0.01 reflection 0.6043 } scale <0.8, 0.8, 4.0> } interior { ior 1.436 fade_distance 3.0 fade_power 2.0 } scale 0.5 } // $MRY$: 'Media1' #declare Media1 = material // Media1 { texture { pigment { color rgbf <1.0, 1.0, 1.0, 1.0> } } interior { media { samples 2,3 confidence 0.999 variance 1.0/1000.0 scattering { 2 , rgb <0.1, 0.1, 0.1> // mie hazy scattering } method 2 } } scale 5.0 } // $MRY$: 'Rocky' #declare Rocky = material // Rocky { texture { pigment { color rgb <0.6875, 0.395833, 0.114567> } normal { crackle , 0.5 } } } // $MRY$: 'Skyfade' #declare Skyfade = material // Skyfade { texture { pigment { gradient z color_map { [ 0.0 rgbft <0.505882, 0.827451, 0.988235, 0.0, 0.0> ] [ 0.5 rgbft <0.0, 0.545098, 0.94902, 0.0, 0.0> ] [ 1.0 rgbft <0.0, 0.345098, 0.768627, 0.0, 0.0> ] } } finish { ambient 1.0 diffuse 0.0 brilliance 0.0 } } } // $MRY$: 'Grasstemp' #declare Grasstemp = material // Grasstemp { texture { pigment { bozo color_map { [ 0.0 rgbft <0.129412, 0.866667, 0.0, 0.0, 0.0> ] [ 1.0 rgbft <0.082353, 0.439216, 0.062745, 0.0, 0.0> ] } } } scale 0.5 } // $MRY$: 'HappyYellow' #declare HappyYellow = material // HappyYellow { texture { pigment { color rgb <1.0, 1.0, 0.0104> } finish { ambient 0.3381 phong 1.0 phong_size 18.54 } } } // $MRY$: 'Media1_1' #declare Media1_1 = material // Media1_1 { texture { pigment { color rgbf <1.0, 1.0, 1.0, 1.0> } } interior { media { samples 5,6 confidence 0.999 variance 1.0/1000.0 emission rgb <0.02, 0.02, 0.02> scattering { 2 , rgb <0.05, 0.05, 0.05> // mie hazy scattering } method 2 } } scale 5.0 } // $MRY$: 'NightSky' #declare NightSky = material // NightSky { texture { pigment { gradient z color_map { [ 0.0 rgbft <0.247059, 0.043137, 0.266667, 0.0, 0.0> ] [ 0.5 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ] [ 1.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ] } } finish { ambient 1.0 diffuse 0.0 brilliance 0.075 } } }