// Persistence of Vision Ray Tracer Scene Description File // File: TdG_Textures.inc // Vers: 3.5 // Desc: Different Materials and Textures by TdG (and some others) // Date: March 2001; July 2001; May 2003; September 2003; // April 2004 (transformation to macro) // Auth: For all TdG_... textures: Thomas de Groot (t.degroot@inter.nl.net) all rights reserved /**************************************** CONTENTS: VEGETATION TEXTURES TdG_AutumnLeaf_01 TdG_AutumnLeaf_02 TdG_AutumnLeaf_02a TdG_Reed_01 TdG_GreenLeaf SR_Birch (Sonya Roberts) SR_Poplar (Sonya Roberts) SR_Pine (Sonya Roberts) TdG_BrownBark CF_EurekaWood (Charles Fusner) BH_Trees1 (Bob Hughes) BH_trees2 (Bob Hughes) BH_Grass1 (Bob Hughes) BH_Grass2 (Bob Hughes) WATER MATERIALS (material version) TdG_NorthSeaWater macro TdG_RipplingWater macro NK_WaterMat (Norbert Kern) BH_Water (Bob Hughes) JRR_ShimmeringWater WATER TEXTURES (texture version) TdG_NorthSeaWater macro GEOLOGICAL TEXTURES TdG_OldRedSandstone TdG_Folded_OldRedSandstone TdG_RuggedSandstone TdG_MouldySandstone TdG_RoughStone_dark (material) TdG_Gravel TdG_LightBandedSandstoneRubble TdG_LightBandedSandstone TdG_Limestone TdG_PavingStone NK_Erde (Norbert Kern) TdG_LightSand TdG_DarkSand TdG_RiverBottomSand CONSTRUCTION TEXTURES TdG_ErodedPlasteredBricks METALLIC TEXTURES TdG_RustyIron TdG_RustyIron2 TdG_RustedMetal MR_Copper (Mike Raiford) *****************************************/ //#version unofficial MegaPov 0.7; //#ifndef (Rad); #declare Rad = off; #end // for the use with radiosity, ambient will be set to 0 //==================================================== //=============== VEGETATION TEXTURES ============== //==================================================== //AUTUM LEAF TEXTURES: #declare TdG_AutumnLeaf_01 = texture { pigment { crackle metric 2.0 color_map { [ 0.0 rgbft <0.0, 0.604, 0.007, 0.0, 0.0> ] [ 0.160142 rgbft <0.926, 0.798, 0.011, 0.0, 0.0> ] [ 0.633 rgbft <0.854, 0.67, 0.0, 0.0, 0.0> ] [ 1.0 rgbft <0.875, 0.343733, 0.0104, 0.0, 0.0> ] } scale <0.6, 0.2, 0.1> warp { turbulence <1.0, 1.0, 1.0> } } finish { ambient 0.2 diffuse 0.5 phong 0.1 phong_size 20.0 } } #declare TdG_AutumnLeaf_02 = texture { pigment { crackle solid color_map { [ 0.0 rgbft <0.0, 0.843733, 0.0104, 0.0, 0.0> ] [ 0.160142 rgbft <0.989567, 0.864567, 0.156233, 0.0, 0.0> ] [ 0.298932 rgbft <1.0, 0.802067, 0.083317, 0.0, 0.0> ] [ 1.0 rgbft <0.875, 0.343733, 0.0104, 0.0, 0.0> ] } scale <0.6, 0.2, 0.1> warp { turbulence <1.0, 1.0, 1.0> } } finish { ambient 0.2 diffuse 0.5 phong 0.1 phong_size 20.0 } } #declare TdG_AutumnLeaf_02a = texture { pigment { crackle solid color_map { [ 0.0 rgb <0.0, 0.843733, 0.0104> ] [ 0.160142 rgb <0.989567, 0.864567, 0.156233> ] [ 0.298932 rgb <1.0, 0.802067, 0.083317> ] [ 1.0 rgb <0.875, 0.343733, 0.0104> ] } scale <0.6, 0.2, 0.1> warp { turbulence <1.0, 1.0, 1.0> } } } //GREEN SPOTTED REED TEXTURE: #declare TdG_Reed_01 = texture { pigment { crackle form <-1,1,0> color_map { [ 0.0 rgbft <0.0, 0.604, 0.007, 0.0, 0.0> ] [ 0.573 rgbft <0.926, 0.798, 0.011, 0.0, 0.0> ] [ 0.872 rgbft <0.854, 0.67, 0.0, 0.0, 0.0> ] [ 1.0 rgbft <0.875, 0.343733, 0.0104, 0.0, 0.0> ] } scale <0.6, 0.2, 0.1> warp { turbulence <1.0, 1.0, 1.0> } } } //GREEN SPOTTED LEAF TEXTURE: #declare TdG_GreenLeaf = texture { pigment { gradient x color_map { [ 0.0 rgbft <0.184, 0.31, 0.184, 0.0, 0.0> ] [ 0.25 rgbft <0.184, 0.31, 0.184, 0.0, 0.0> ] [ 0.5 rgbft <0.184, 0.31, 0.184, 0.0, 0.0> ] [ 0.75 rgbft <0.42, 0.557, 0.137, 0.0, 0.0> ] [ 1.0 rgbft <0.624, 0.624, 0.373, 0.0, 0.0> ] } scale <0.6, 0.2, 0.1> turbulence 1.0 phase 1.0 ramp_wave warp { turbulence <1.0, 3.0, 1.0> } } finish { ambient 0.2 diffuse 0.5 phong 0.1 phong_size 20.0 } } //BIRCH BARK TEXTURE (by Sonya Roberts): #declare SR_Birch = texture { pigment { agate color_map { [0.00 color rgb<0.000, 0.000, 0.000>] [0.17 color rgb<0.000, 0.000, 0.000>] [0.18 color rgb<1.000, 1.000, 1.000>] [0.57 color rgb<1.000, 1.000, 1.000>] [0.58 color rgb<0.000, 0.000, 0.000>] [0.63 color rgb<0.000, 0.000, 0.000>] [0.63 color rgb<1.000, 1.000, 1.000>] [1.00 color rgb<1.000, 1.000, 1.000>] } rotate <0.0, 0.0, 90.0> } finish { ambient 0.3 } scale <2.0, 0.1, 2.0> } //POPLAR BARK TEXTURE (by Sonya Roberts): #declare SR_Poplar = texture { pigment { granite color_map { [0.00 color rgb<0.608, 0.596, 0.424>] [0.24 color rgb<0.514, 0.588, 0.392>] [0.51 color rgb<0.639, 0.651, 0.451>] [0.52 color rgb<0.506, 0.408, 0.071>] [0.59 color rgb<0.498, 0.396, 0.071>] [0.60 color rgb<0.710, 0.698, 0.490>] [1.00 color rgb<0.718, 0.706, 0.490>] } rotate <0.0, 0.0, 90.0> } finish { ambient 0.3 } scale <2.0, 0.1, 2.0> } //PINE BARK TEXTURE (by Sonya Roberts): #declare SR_Pine = texture { pigment { bozo turbulence 0.43 color_map { [0.00 color rgb<0.612, 0.612, 0.612>] [0.21 color rgb<0.859, 0.859, 0.859>] [0.22 color rgb<0.310, 0.310, 0.310>] [0.28 color rgb<0.298, 0.298, 0.298>] [0.29 color rgb<0.859, 0.859, 0.859>] [0.40 color rgb<0.612, 0.612, 0.612>] [0.54 color rgb<0.459, 0.620, 0.573>] [0.76 color rgb<0.761, 0.761, 0.761>] [0.80 color rgb<0.267, 0.267, 0.267>] [0.84 color rgb<0.659, 0.659, 0.659>] [1.00 color rgb<0.800, 0.800, 0.800>] } } normal { wrinkles 0.37 turbulence 0.27 } finish { ambient 0.28 phong 0.16 } scale <0.1, 0.2, 0.1> } //REDDISH-BROWN BARK (based on Cherry_Wood): #declare TdG_BrownBark = texture { pigment { wood turbulence 5.0 ramp_wave color_map { [0.4 rgb <0.66, 0.31, 0.20>] [0.8 rgb <0.40, 0.13, 0.06>] [1.0 rgb <0.20, 0.06, 0.03>] } scale 0.6 } normal { wood, 1.0 normal_map { [0.0 bozo, 5.0] [1.0 wood, 6.0] } turbulence 0.4 ramp_wave } finish { ambient 0.2 } scale <0.1, 2.0, 0.1> } /* "Eureka_Wood" texture declaration. A dark, somewhat reddish brown wood with very tiny, delicate grain, augmented by a nearly subliminal 2nd layer consisting of faint black speckles elongated along the grain. Created by Charles Fusner 12/29/97... donated for use in derivative works. */ #declare CF_EurekaWood = texture { pigment { wood color_map { [ 0.00 color rgb <0.53, 0.23, 0.13> ] [ 0.45 color rgb <0.53, 0.23, 0.13> ] [ 0.55 color rgb <0.58, 0.28, 0.18> ] [ 1.00 color rgb <0.58, 0.28, 0.18> ] } scallop_wave scale .1 warp { turbulence < .04, .04, 0 > lambda 1.8 omega .375 } } finish { specular .05 roughness 1.0 crand .1 } } texture { pigment { granite color_map { [ 0.00 rgbt<0.25, 0.15, 0.15, 0.25> ] [ 0.05 rgbt<.58, .23, .13, 0.25> ] [ 0.10 rgbt<.58, .23, .13, 1.0> ] [ 1.00 rgbt<.58, .23, .13, 1.0> ] } frequency 6 scale <1,1,100> } finish { specular .05 roughness 1.0 crand .1 } } // A few vegetation textures created by Bob Hughes. // To be used as background simulation #declare BH_Trees1 = texture { pigment { bumps turbulence .6 color_map { [.3 color rgb <.15,.425,.4>] [.5 color rgb <.3,.5,.425>] } } normal { bumps 1.3 turbulence .6 } finish { ambient .125 diffuse .8 specular .1 roughness .3 } scale .003 } #declare BH_Trees2 = texture { pigment { bumps turbulence .7 color_map { [.3 color rgb <.25,.55,.3>] [.5 color rgb <.375,.6,.2>] } } normal { bumps 1.2 turbulence .7 } finish { ambient .15 diffuse .7 specular .15 roughness .2 } scale .00275 } // A green grass: #declare BH_Grass1 = texture { pigment { dents turbulence .3 color_map { [0 color rgb <.4,.7,.3>] [1 color rgb <.45,.55,.25>] } } normal { dents .6 turbulence .3 } finish { ambient .175 diffuse .8 specular .075 roughness .075 } scale .00225 } // A yellowish grass: #declare BH_Grass2 = texture { pigment { bozo turbulence .3 color_map { [0 color rgb <.6,.5,.2>*1.3] [1 color rgb <.55,.45,.15>*1.2] } } normal { bozo .6 turbulence .3 } finish { ambient .175 diffuse .8 specular .075 roughness .075 } scale .002 } //=================================================== //=============== WATER MATERIALS ================= (material version) //=================================================== #ifndef (Filter) #declare Filter = 0.9; #end #ifndef (Transparency) #declare Transparency = 0.1; #end #ifndef (ScaleX) #declare ScaleX = 1; #end #ifndef (ScaleY) #declare ScaleY = 1; #end #ifndef (ScaleZ) #declare ScaleZ = 30; #end #ifndef (FD) #declare FD = 10; #end #ifndef (FP) #declare FP = 2.0; #end // TdG_NorthSeaWater macro #macro TdG_NorthSeaWater (Filter,Transparency,ScaleX,ScaleY,ScaleZ,FD,FP) material { texture { pigment { color rgbft <0.104167, 0.3125, 0.260417, Filter, Transparency> //Filter=1.0; Transparency=0.1; } normal { waves , 0.05 turbulence 0.5 frequency 100.0 phase 1.0 ramp_wave scale } finish { ambient 0.15 diffuse 0.0 brilliance 5.0 phong 1.0 phong_size 90.0 specular 0.4 roughness 0.01 conserve_energy reflection { .1, .9 falloff 2 } } } interior { ior 1.33 fade_distance FD fade_power FP fade_color rgb <0.0, 0.437467, 0.0> media { samples 2,2 absorption rgb <1.0, 0.05, 0.05> } } } #end // end of macro // TdG_RipplingWater macro #macro TdG_RipplingWater (Filter,Transparency,ScaleX,ScaleY,ScaleZ,FD,FP) material { texture { pigment { color rgbft <0.444377, 0.826423, 0.768466, Filter, Transparency> } normal { waves , 0.05 turbulence 0.5 frequency 100.0 phase 1.0 ramp_wave scale } finish { ambient 0.15 diffuse 0.1 brilliance 5.0 phong 1.0 phong_size 90.0 specular 0.4 roughness 0.01 metallic 1.0 conserve_energy reflection { .1, .9 falloff 2 } } } interior { ior 1.33 fade_distance FD fade_power FP fade_color rgb <0.0, 0.437467, 0.0> media { samples 2,2 absorption rgb <0.1, 0.05, 0.05> } } } #end // end of macro // A water material by Norbert Kern (see IRTC May-June 2001: Insects & Spiders, 1st place winner) #declare NK_WaterMat = material { texture { pigment { rgbt <0.22, 0.22, 0.08, 1.20>/1.5 } finish { ambient 0.0 diffuse 0.01 specular 1.35 roughness 0.06 //reflection_type 1 conserve_energy metallic 0.5 } } interior { ior 1.43 fade_distance 0.03 fade_power 1001 fade_color <0.6+0.1, 0.8, 0.2>*0.7 } } // A water material by Bob Hughes (see: omniVerse http://users.aol.com/persistenceofv/all.htm) #ifndef (WaterIce) #declare WaterIce = .9; #end // water < > ice #declare W1 = texture { pigment { ripples phase clock turbulence .5-(.25*WaterIce) frequency 3 color_map { [0 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(1.5-(1*WaterIce))] [1 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(2.5-(2*WaterIce))] } scale .01 } normal { ripples .05-(.033*WaterIce) phase clock turbulence .75-(.25*WaterIce) scale .005-(.00125*WaterIce) scallop_wave } finish { ambient .25-(.2*WaterIce) diffuse 1-(.75*WaterIce) specular .75 roughness .005 phong .075 phong_size 10 //reflection_type 0 reflection { .03*(10*WaterIce), .09*(10*WaterIce) falloff 1 exponent .67 } conserve_energy } scale .125 translate <-.05,.015,-5+(.05*clock)> } #declare W2 = texture { pigment { crackle turbulence .5-(.25*WaterIce) color_map { [0 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(1.5-(1*WaterIce))] [1 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(2.5-(2*WaterIce))] } scale .05 } normal { bozo .067-(.05*WaterIce) phase clock turbulence .25-(.25*WaterIce) scale .005-(.00125*WaterIce) scallop_wave } finish { ambient .25-(.2*WaterIce) diffuse 1-(.75*WaterIce) specular .75 roughness .005 phong .075 phong_size 10 //reflection_type 0 reflection { .03*(10*WaterIce), .09*(10*WaterIce) falloff 1 exponent .67 } conserve_energy } scale .25 // translate <-.05,.015,-5+(.05*clock)> } #declare W3 = texture { pigment { crackle turbulence .5-(.25*WaterIce) color_map { [0 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(1.5-(1*WaterIce))] [1 color rgbf <.5,.5+(.25*WaterIce),.5+(.15*WaterIce),.0125+(.775*WaterIce)>*(2.5-(2*WaterIce))] } scale .005 } normal { wrinkles .075-(.067*WaterIce) phase clock turbulence .25-(.125*WaterIce) scale .0025-(.00125*WaterIce) triangle_wave } finish { ambient .25-(.2*WaterIce) diffuse 1-(.75*WaterIce) specular .75 roughness .005 phong .075 phong_size 10 //reflection_type 0 reflection { .03*(10*WaterIce), .07*(10*WaterIce) falloff 1 exponent .67 } conserve_energy } scale .5 // translate <-.05,.015,-5+(.05*clock)> } #declare BH_Water = material { texture { bozo turbulence 1.5 frequency 1 texture_map { [0.15 W1] [0.20 W2] [0.40 W2] [0.45 W3] [1.00 W3] } scale .125 } interior { fade_distance .01 fade_power 1000 fade_color <.5,.6,.8> } } // A water material by "Just a random raytracer" (from the POV-Ray newsgroup, 09/05/03) #declare r_0 = normal { bozo 0.2 scale 1.2 } #declare r_1 = normal { bozo 0.7 scale 0.5 } #declare r_2 = normal { bozo 0.8 scale 0.11 } #declare r_3 = normal { bozo 0.6 scale 0.027 } #declare r_4 = normal { bozo 0.1 scale 0.0039 } #declare JRR_ShimmeringWater = material{ texture { pigment { color rgbf <0.8,0.8,1.0,0.97> } finish { diffuse 0.0 ambient 0.0 specular 0.3 roughness 0.001 reflection { 0.1, 0.8 fresnel on } conserve_energy } normal { average normal_map { [ 1 r_3 ] [ 1 r_2 ] [ 1 r_1 ] [ 1 r_0 ] } scale 4 } } interior { ior 1.33 fade_distance 7 fade_power 1 fade_color <0.3, 0.25, 0.2> } } //=================================================== //=============== WATER TEXTURES ================== (texture version) //=================================================== // TdG_NorthSeaWater macro #macro TdG_NorthSeaWaterTex (Filter,Transparency,ScaleX,ScaleY,ScaleZ) texture { pigment { color rgbft <0.104167, 0.3125, 0.260417, Filter, Transparency> //Filter=1.0; Transparency=0.1; } normal { waves , 0.05 turbulence 0.5 frequency 100.0 phase 1.0 ramp_wave scale } finish { ambient 0.15 diffuse 0.0 brilliance 5.0 phong 1.0 phong_size 90.0 specular 0.4 roughness 0.01 conserve_energy reflection { .1, .9 falloff 2 } } } #end // end of macro //=================================================== //============== GEOLOGICAL TEXTURES ============== //=================================================== // Old Red Sandstone (TdG99): #declare TdG_OldRedSandstone = texture { pigment { bozo pigment_map { [0.0 color rgb <0.6, 0.1, 0.1>] [0.2 color rgb <0.4, 0.05, 0.0>] [0.8 color rgb <0.75, 0.25, 0.1>] [1.0 color rgb <0.6, 0.1, 0.1>] } scale <40.0, 0.3, 25.0> rotate <-10.0, 0.0, -15.0> } scale 0.5 } // A folded Old Red Sandstone (TdG99): #declare TdG_Folded_OldRedSandstone = texture { pigment { bozo pigment_map { [0.0 color rgb <0.6, 0.1, 0.1>] [0.2 color rgb <0.4, 0.05, 0.0>] [0.8 color rgb <0.75, 0.25, 0.1>] [1.0 color rgb <0.5, 0.1, 0.1>] } turbulence 0.8 frequency 3.0 phase 1.0 poly_wave 3.0 scale <40.0, 0.3, 25.0> rotate <10.0, -0.15, 0.0> warp { turbulence <0.5, 0.5, 0.5> } } scale 0.5 rotate -80.0 * x } // An eroded sandstone (TdG 99): #declare TdG_RuggedSandstone = texture { // T_Grnt12 pigment { granite pigment_map { [0.000 color rgb <0.996, 0.969, 0.8>] [0.154 color rgb <0.996, 0.682, 0.604>] [0.308 color rgb <0.906, 0.82, 0.714>] [0.444 color rgb <0.816, 0.631, 0.537>] [0.615 color rgb <0.89, 0.792, 0.675>] [0.812 color rgb <0.973, 0.627, 0.627>] [1.000 color rgb <0.996, 0.969, 0.8>] } turbulence 0.6 ramp_wave scale <200.0, 3.0, 150.0> rotate -5.0 * z } normal { bozo , 5.0 bump_size 0.8 turbulence 0.7 ramp_wave rotate -90.0 * x } } texture { // T_Grnt17a pigment { granite pigment_map { [0.000 color rgb <0.027, 0.012, 0.012>] [0.034 color rgbf <0.851, 0.812, 0.741, 0.235>] [0.342 color rgbf <0.71164, 0.694, 0.82, 0.839>] [0.462 color rgbf <0.631, 0.506, 0.471, 0.608>] [0.632 color rgbf <0.851, 0.812, 0.741, 0.922>] [0.983 color rgb <0.027, 0.012, 0.012>] [1.000 color rgb <0.996, 0.969, 0.8>] } turbulence 0.6 ramp_wave scale <150.0, 3.0, 200.0> rotate <5.0, -10.0, 0.0> } normal { bozo , 5.0 bump_size 0.8 turbulence 0.8 ramp_wave rotate -90.0 * x } } texture { // T_Crack1 pigment { granite pigment_map { [0.000 color rgbf <0.0, 0.0, 0.0, 0.6>] [0.040 color rgbf <0.0, 0.0, 0.0, 1.0>] [0.041 color rgbf <0.55, 0.09, 0.09, 0.8>] [0.970 color rgbf <0.33, 0.33, 0.33, 0.9>] [0.971 color rgbf <0.0, 0.0, 0.0, 0.9>] [1.000 color rgbf <0.0, 0.0, 0.0, 1.0>] } turbulence 0.85 ramp_wave scale <1.0, 2.0, 1.4> rotate <-10.0, 0.0, 20.0> } } // A sandstone with moss growth (TdG 99): #declare TdG_MouldySandstone = texture { bozo texture_map { [0.00 TdG_RuggedSandstone] [0.95 pigment {color rgbf <0.48, 0.88, 0.5, 0.2>} finish {ambient 0.1 crand 0.1}] [1.00 pigment {color rgb <0.88, 1.0, 0.65>} finish {ambient 0.1 crand 0.2}] } } // This material is a combination of RoughStone originally designed by Charles Fusner, and PG_Pierre8 (TdG 01): #declare TdG_RoughStone_dark = material { texture { granite texture_map { // 0.0 PG_Pierre8 1.0 CF_RoughStone [0.0 pigment { granite color_map { [ 0.0 rgbft <0.7, 0.6, 0.3, 0.0, 0.0> ] [ 0.2 rgbft <0.4, 0.4, 0.4, 0.0, 0.0> ] [ 0.9 rgbft <0.27, 0.27, 0.27, 0.0, 0.0> ] [ 1.0 rgbft <0.05, 0.05, 0.05, 0.0, 0.0> ] } scale 0.06 } normal { bumps , 0.6 scale 0.05 } finish { ambient 0.2 diffuse 0.5 phong 0.3 phong_size 30.0 } ] [1.0 pigment { granite color_map { [ 0.0 rgbft <0.499564, 0.499564, 0.499564, 0.0, 0.0> ] [ 0.25 rgbft <0.649707, 0.649707, 0.649707, 0.0, 0.0> ] [ 0.5 rgbft <0.499858, 0.499858, 0.499858, 0.0, 0.0> ] [ 0.75 rgbft <0.699587, 0.699587, 0.699587, 0.0, 0.0> ] [ 1.0 rgbft <0.499644, 0.499644, 0.499644, 0.0, 0.0> ] } frequency 100.0 ramp_wave } normal { crackle , 1.0 warp { turbulence <0.500164, 0.500364, 0.499804> omega 0.500404 lambda 1.999712 } } finish { ambient 0.1 diffuse 0.549996 specular 0.100002 roughness 1.0 } ] } } } // A Gravel beach (TdG 99): #declare TdG_Gravel = texture { pigment { granite color_map { [ 0.0 rgbft <0.6, 0.499564, 0.4, 0.0, 0.0> ] [ 0.142857 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ] [ 0.285714 rgbft <0.75, 0.649707, 0.55, 0.0, 0.0> ] [ 0.428571 rgbft <0.677067, 0.427067, 0.302067, 0.0, 0.0> ] [ 0.571429 rgbft <1.0, 0.8125, 0.583333, 0.0, 0.0> ] [ 0.714286 rgbft <0.8, 0.8, 0.8, 0.0, 0.0> ] [ 0.857143 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ] [ 1.0 rgbft <0.55, 0.45, 0.35, 0.0, 0.0> ] } frequency 100.0 ramp_wave } normal { ripples , 2.0 warp { turbulence <0.3, 0.3, 0.0> omega 0.500404 lambda 1.999712 } scale <3.0, 0.8, 1.0> } finish { ambient 0.1 diffuse 0.549996 specular 0.100002 roughness 1.0 } scale 0.1 } // Rubble from a yellowish banded sandstone (TdG 01): #declare TdG_LightBandedSandstoneRubble = texture { pigment { granite color_map { [ 0.0 rgbft <0.9804, 0.7812, 0.4375, 0.0, 0.0> ] [ 0.85 rgbft <0.9062, 0.6562, 0.3359, 0.0, 0.0> ] [ 1.0 rgbft <0.8242, 0.5312, 0.2343, 0.0, 0.0> ] } scale 100.0 warp { turbulence <2.0, 1.0, 2.0> } } normal { bumps , 0.5 bump_size 1.0 turbulence 2.0 frequency 0.0 ramp_wave warp { turbulence <1.0, 2.0, 1.0> } } finish { ambient 0.1 } } // A yellowish banded sandstone (TdG 01): #declare TdG_LightBandedSandstone = texture { pigment { agate agate_turb 1.0 pigment_map { [0.0 color rgb <1.0, 0.8854, 0.604167>] [0.4 color rgb <0.98, 0.781, 0.438> ] [0.8 color rgb <0.906, 0.656, 0.336> ] [1.0 color rgb <0.824, 0.531, 0.234> ] } scale <30.0, 5.0, 0.3> rotate <-10.0, -15.0, 0.0> } normal { crackle , 1.0 warp { turbulence <0.9, 0.8, 1.0> } scale 0.1 } finish { ambient 0.1 brilliance 0.1 } } // A banded limestone (TdG 01): #declare TdG_Limestone = texture { pigment { agate agate_turb 1.0 pigment_map { [0.0 color rgb <1.0, 1.0, 1.0>] [0.4 color rgb <0.6, 0.6, 0.6>] [0.8 color rgb <0.9, 0.9, 0.9>] [1.0 color rgb <0.7, 0.7, 0.7>] } scale <30.0, 5.0, 0.3> rotate <-10.0, -15.0, 0.0> } normal { crackle , 1.0 warp { turbulence <0.3, 0.5, 1.0> } } finish { ambient 0.3 brilliance 0.5 } } // A rough pavement stone (TdG 99) with basic elements from stones1.inc: //----- Translucent Gray Tan with Rose #declare TransTan = texture { pigment { granite turbulence 0.6 color_map { [0.000, 0.153 color rgbf <0.729, 0.502, 0.451, 0.306> color rgbf <0.769, 0.686, 0.592, 0.792>] [0.153, 0.398 color rgbf <0.769, 0.686, 0.592, 0.792> color rgbf <0.843, 0.753, 0.718, 0.396>] [0.398, 0.559 color rgbf <0.843, 0.753, 0.718, 0.396> color rgbf <0.780, 0.667, 0.561, 0.976>] [0.559, 0.729 color rgbf <0.780, 0.667, 0.561, 0.976> color rgbf <0.741, 0.659, 0.576, 0.820>] [0.729, 1.001 color rgbf <0.741, 0.659, 0.576, 0.820> color rgbf <0.729, 0.502, 0.451, 0.306>] } } normal { bozo , 5.0 bump_size 0.8 turbulence 0.8 ramp_wave rotate -90.0 * x } } //------- Dark Orchid Olive & Dark Putty #declare OliveGranite = texture { pigment { granite turbulence 0.5 color_map { [0.000, 0.153 color rgbf <0.439, 0.310, 0.282, 0.000> color rgbf <0.463, 0.369, 0.259, 0.000>] [0.153, 0.398 color rgbf <0.463, 0.369, 0.259, 0.000> color rgbf <0.541, 0.369, 0.298, 0.000>] [0.398, 0.559 color rgbf <0.541, 0.369, 0.298, 0.000> color rgbf <0.573, 0.424, 0.286, 0.000>] [0.559, 0.729 color rgbf <0.573, 0.424, 0.286, 0.000> color rgbf <0.494, 0.396, 0.306, 0.000>] [0.729, 1.001 color rgbf <0.494, 0.396, 0.306, 0.000> color rgbf <0.439, 0.310, 0.282, 0.000>] } } normal { bozo , 5.0 bump_size 0.8 turbulence 0.7 ramp_wave rotate -90.0 * x } } //------------- Deep Rose & Green Marble with large White Swirls #declare TdG_PavingStone = texture{OliveGranite scale <2, 3, 2> rotate <0, 0, 40>} texture{TransTan scale <2, 3, 2> rotate <0, 0,-30> finish { ambient 0.1 diffuse 0.549996 specular 0.100002 roughness 1.0 } } // A soil texture by Norbert Kern (see IRTC May-June 2001: Insects & Spiders, 1st place winner) #declare NK_Erde = texture { pigment { colour rgb <0.15,0.135,0.1> }} texture { pigment { granite color_map { [0.00 color rgb <0.945, 0.863, 0.396+0.15>/4] [0.11 color rgbf<0.953, 0.678, 0.404+0.15, 0.086*4>/4] [0.24 color rgbf<0.886, 0.651, 0.157+0.15, 0.329*4>/4] [0.49 color rgb <0.910, 0.588, 0.220+0.15>/4] [0.78 color rgbf<0.933, 0.784, 0.627, 0.196*4>/4] [1.00 color rgbf<1.000, 1.000, 1.000, 0.996*4>/4]}}} texture { pigment { granite turbulence 0.49 color_map { [0.00 color rgbf<0.549, 0.369, 0.024+0.15, 0.388*4>/4] [0.20 color rgb <0.961, 0.773, 0.341+0.15>/4] [0.52 color rgbf<0.655, 0.365, 0.086+0.15, 0.098*4>/4] [0.75 color rgbf<0.918, 0.647, 0.349+0.15, 0.369*4>/4] [1.00 color rgbf<0.439, 0.275, 0.027+0.15, 0.729*4>/4]} scale <2.0, 2.0, 2.0>/4}} // A light colored sand texture (TdG 2001): #declare TdG_LightSand = texture { pigment { agate agate_turb 0.3 color_map { [ 0.0 rgbft <1.0, 0.816993, 0.479133, 0.0, 0.0> ] [ 0.049822 rgbft <0.939815, 0.699074, 0.518519, 0.0, 0.0> ] [ 0.096085 rgbft <0.991333, 0.730905, 0.383667, 0.0, 0.0> ] [ 0.149466 rgbft <0.990941, 0.863911, 0.446526, 0.0, 0.0> ] [ 0.41637 rgbft <0.925926, 0.739198, 0.407407, 0.0, 0.0> ] [ 1.0 rgbft <1.0, 0.971785, 0.729133, 0.0, 0.0> ] } turbulence 5.0 lambda 6.0 frequency 6.0 ramp_wave warp { turbulence <5.0, 2.0, 1.0> } } normal{ granite , 0.2 warp { turbulence <1.0, 5.0, 2.0> } } finish { ambient 0.01 specular 0.1 } } // A dark colored sand texture (TdG 2004): #declare TdG_DarkSand = texture { pigment { agate agate_turb 0.3 color_map { [ 0.0 rgbft <1.0, 0.816993, 0.479133, 0.0, 0.0> ] [ 0.049822 rgbft <0.939815, 0.699074, 0.518519, 0.0, 0.0>*0.1 ] [ 0.096085 rgbft <0.991333, 0.730905, 0.383667, 0.0, 0.0>*0.1 ] [ 0.149466 rgbft <0.990941, 0.863911, 0.446526, 0.0, 0.0>*0.1 ] [ 0.41637 rgbft <0.925926, 0.739198, 0.407407, 0.0, 0.0>*0.1 ] [ 1.0 rgbft <1.0, 0.971785, 0.729133, 0.0, 0.0> ] } turbulence 5.0 lambda 6.0 frequency 6.0 ramp_wave warp { turbulence <5.0, 2.0, 1.0> } } normal{ granite , 0.2 warp { turbulence <1.0, 5.0, 2.0> } } finish { ambient 0.01 specular 0.1 } } #declare TdG_RiverBottomSand = texture { slope { <0.0, 0.5, 0.0> , 0.0 , 0.0 altitude <0.0, 0.5, 0.0> , 0.5 , 1.0 } texture_map { [0.5 TdG_DarkSand] [1.0 TdG_LightSand] } } //======================================================== //=============== CONSTRUCTION MATERIALS =============== //======================================================== // Eroded plastered brickwall (TdG 1999): #declare CementTex_1 = texture { pigment { granite color_map { [ 0.0 rgbft <0.499564, 0.499564, 0.499564, 0.0, 0.0> ] [ 0.25 rgbft <0.649707, 0.649707, 0.649707, 0.0, 0.0> ] [ 0.5 rgbft <0.499858, 0.499858, 0.499858, 0.0, 0.0> ] [ 0.75 rgbft <0.699587, 0.699587, 0.699587, 0.0, 0.0> ] [ 1.0 rgbft <0.499644, 0.499644, 0.499644, 0.0, 0.0> ] } frequency 100.0 ramp_wave } normal { crackle , 1.0 warp { turbulence <0.500164, 0.500364, 0.499804> omega 0.500404 lambda 1.999712 } } finish { ambient 0.2 diffuse 0.549996 specular 0.1 roughness 1.0 } // This texture was originally designed by Charles Fusner. } #declare BrickTex_1 = texture // txt_179_1 { pigment { color rgb <0.0, 0.0, 0.0> } } texture // T_Grnt17a_1 { pigment { granite color_map { [ 0.0 rgbft <0.027, 0.012, 0.012, 0.0, 0.0> ] [ 0.034 rgbft <0.851, 0.812, 0.741, 0.235, 0.0> ] [ 0.342 rgbft <0.792, 0.694, 0.69, 0.839, 0.0> ] [ 0.462 rgbft <0.631, 0.506, 0.471, 0.608, 0.0> ] [ 0.632 rgbft <0.851, 0.812, 0.741, 0.922, 0.0> ] [ 0.983 rgbft <0.647, 0.655, 0.655, 0.282, 0.0> ] [ 1.0 rgbft <0.027, 0.012, 0.012, 0.0, 0.0> ] } turbulence 0.6 ramp_wave } } texture // T_Grnt3a_1 { pigment { granite color_map { [ 0.0 rgbft <0.831, 0.631, 0.569, 0.447, 0.0> ] [ 0.153 rgbft <0.925, 0.831, 0.714, 0.678, 0.0> ] [ 0.297 rgbft <0.871, 0.702, 0.659, 0.475, 0.0> ] [ 0.441 rgbft <0.831, 0.631, 0.569, 0.918, 0.0> ] [ 0.763 rgbft <0.937, 0.882, 0.82, 0.655, 0.0> ] [ 1.0 rgbft <0.831, 0.631, 0.569, 0.447, 0.0> ] } turbulence 0.6 ramp_wave } finish { ambient 0.2 diffuse 0.079133 phong_size 0.0 specular 0.1 roughness 0.503733 } } #declare PlasterTex_1 = // Crackled Plaster texture { pigment { granite color_map { [ 0.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ] [ 0.2 rgbft <0.9, 0.9, 0.9, 0.0, 0.0> ] [ 0.8 rgbft <1.0, 1.0, 1.0, 1.0, 0.0> ] [ 1.0 rgbft <0.99, 0.99, 0.99, 0.0, 0.0> ] } } normal { bumps , 0.5 turbulence 0.7 ramp_wave scale 0.5 } finish { ambient 0.1 } scale 0.5 } #declare TdG_ErodedPlasteredBricks = // = TdG_OldPlasteredBricks in Moray texture { bozo texture_map { [0.0 brick texture { CementTex_1 } texture { BrickTex_1 } //rotate -90.0 * x brick_size <0.15, 0.1, 0.15> mortar 0.01 ] [0.39 brick texture { CementTex_1 } texture { BrickTex_1 } //rotate -90.0 * x brick_size <0.15, 0.1, 0.15> mortar 0.01 ] [0.4 PlasterTex_1 ] [1.0 PlasterTex_1 ] } //warp {turbulence <1.0, 2.0, 3.0>} } #declare Fungus1 = texture { pigment {color rgbt <0.88, 1.0, 0.65,0.5>} finish {ambient 0.1}} #declare Fungus2 = texture { pigment {color rgbt <0.88, 1.0, 0.65,0.2>} finish {ambient 0.1}} #declare Fungus3 = texture { pigment {color rgbt <0.88, 1.0, 0.65,0.0>} finish {ambient 0.1}} #declare TdG_ErodedFungyPlasteredBricks = // = TdG_OldFungyPlasteredBricks in Moray texture { bozo texture_map { [0.0 TdG_ErodedPlasteredBricks] [0.5 TdG_ErodedPlasteredBricks] [0.8 Fungus1] [0.9 Fungus2] [1.0 Fungus3] } } #declare TdG_NewspaperPlaster = texture { bozo texture_map { [0.0 brick texture { CementTex_1 } texture { BrickTex_1 } brick_size <0.1, 0.075, 0.1> mortar 0.01 ] [0.39 brick texture { CementTex_1 } texture { BrickTex_1 } brick_size <0.1, 0.075, 0.1> mortar 0.01 ] [0.4 pigment { image_map { png "C:\VirtualReality\Data files\images\ImageMaps\Newspaper1.png" } scale <-1,1,1> } normal {bumps , 0.5 turbulence 0.7 ramp_wave scale 0.5} finish {ambient 0.1} scale 15.0 translate <-1,-2.0,0> ] [1.0 pigment { image_map { png "C:\VirtualReality\Data files\images\ImageMaps\Newspaper1.png" } scale <-1,1,1> } normal {bumps , 0.5 turbulence 0.7 ramp_wave scale 0.5} finish {ambient 0.1} scale 15.0 translate <-1,-2.0,0> ] } scale 0.02 } #declare TdG_OldFungyNewspaperBricks = texture { bozo texture_map { [0.0 TdG_NewspaperPlaster ] [0.5 TdG_NewspaperPlaster ] [0.8 Fungus1] [0.9 Fungus2] [1.0 Fungus3] } } //=================================================== //=============== METALLIC TEXTURES =============== //=================================================== #declare TdG_RustyIron = texture { pigment { granite color_map { [ 0.0 rgbft <0.42, 0.2, 0.2, 0.0, 0.0> ] [ 0.3879 rgbft <0.593733, 0.302067, 0.02, 0.0, 0.0> ] [ 0.508897 rgbft <0.5104, 0.2, 0.2, 0.0, 0.0> ] [ 0.654804 rgbft <0.3, 0.2, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.3, 0.2, 0.2, 0.0, 0.0> ] } } normal { bozo , 1.0 bump_size 0.5 scale <0.08, 0.07, 0.06> } } #declare TdG_RustyIron2 = texture { pigment { bumps color_map { [0.000 color rgb <1.000, 0.500, 0.000 > ] [0.200 color rgb <1.000, 0.500, 0.250 > ] [0.400 color rgb <0.500, 0.250, 0.000 > ] [0.600 color rgb <0.500, 0.000, 0.000 > ] [0.800 color rgb <0.500, 0.250, 0.250 > ] [1.000 color rgb <0.000, 0.000, 0.000 > ] } turbulence 20 lambda 2 omega 0.5 octaves 3 frequency 1 phase 0 scale 1 } normal { bumps 5 turbulence 100 lambda 2 omega 0.5 octaves 3 frequency 1 phase 0 scale 1 } finish { specular 0.3 roughness 0.15 } scale <20,20,20> rotate <0,0,0> } #declare TdG_RustedMetal = texture { bozo texture_map { [0.0 pigment { color rgb <0.71, 0.65, 0.26> } finish { ambient 0.2 diffuse 0.7 brilliance 6.0 phong 0.75 phong_size 80.0 reflection { 0.25 , 0.25 fresnel off falloff 1.0 exponent 1.0 metallic 0.0 } } ] [0.39 pigment { color rgb <0.71, 0.65, 0.26> } finish { ambient 0.2 diffuse 0.7 brilliance 6.0 phong 0.75 phong_size 80.0 reflection { 0.25 , 0.25 fresnel off falloff 1.0 exponent 1.0 metallic 0.0 } } ] [0.4 pigment { granite color_map { [ 0.0 rgbft <0.89, 0.51, 0.28, 0.0, 0.0> ] [ 0.4 rgbft <0.7, 0.13, 0.0, 0.0, 0.0> ] [ 0.5 rgbft <0.69, 0.41, 0.08, 0.0, 0.0> ] [ 0.6 rgbft <0.49, 0.31, 0.28, 0.0, 0.0> ] [ 1.0 rgbft <0.89, 0.51, 0.28, 0.0, 0.0> ] } } finish { ambient 0.2 diffuse 0.4 } ] [1.0 pigment { granite color_map { [ 0.0 rgbft <0.89, 0.51, 0.28, 0.0, 0.0> ] [ 0.4 rgbft <0.7, 0.13, 0.0, 0.0, 0.0> ] [ 0.5 rgbft <0.69, 0.41, 0.08, 0.0, 0.0> ] [ 0.6 rgbft <0.49, 0.31, 0.28, 0.0, 0.0> ] [ 1.0 rgbft <0.89, 0.51, 0.28, 0.0, 0.0> ] } } finish { ambient 0.2 diffuse 0.4 } ] } warp { turbulence <3.0, 2.0, 1.0> } } //---------------------------------------------------------------------- // Copper Texture // Created By Michael Raiford #declare copper_micro_norm = normal { spotted .5 scale .3 slope_map { [0 <1,0>] [0.3 <1,0>] [0.9 <0,0>] [1 <0,0>] } } #declare chinks = normal { spotted .5 scale 1 slope_map { [0 <1,0>] [0.60 <1,0>] [0.90 <0,0>] [1 <0,0>] } } #declare copper_norm = normal { spotted 1 scale .0125 normal_map { [0 copper_micro_norm] [.6 copper_micro_norm] [.6 chinks] [1 chinks] } } #declare MR_Copper = texture { pigment {color rgb <0.9,0.66,0.42>*1} finish { diffuse 0.07 specular 1 roughness 0.0005 reflection {0.7,1 metallic} conserve_energy metallic } normal { copper_norm } }