/* Hey! Emacs! Edit this in -*-C++-*- Mode */ /***********************************************************************/ /* $Header: d:\\RCS\\F\\proj\\cabsol\\4.20b\\cabsol.inc,v 1.3 2000-11-22 17:13:04-08 dab Exp dab $ Filename: acinclude.pov Author: $Author: dab $ Description: */ /***********************************************************************/ /* Revision History: $Log: cabsol.inc,v $ Revision 1.3 2000-11-22 17:13:04-08 dab changed how wood is created - a little modified each board to use a transform put the doors on the angled corner cabinets Revision 1.2 2000-11-17 12:05:23-08 dab made the crown code much more readable/editable for all cabs fixed the corner upper */ /***********************************************************************/ /* (C) Copyright 1996, Integrity Microsystems Inc., All Rights Reserved */ /***********************************************************************/ #declare CounterTopAmbience = finish { ambient 0.7 } #declare CabinetAmbience = finish { ambient 0.9 } #declare ToeKickAmbience = finish { ambient 0.5 } #declare WallAmbience = finish { ambient 0.1 } // RHModified - I lowered the wall ambience #declare SEED = rand( seed(134) ); #macro random_number_between(this,that,seedling) (this + (rand(seed(seedling)) * (that - this))) #end // RHModified - I added a better counter top texure #declare AC_White_Marble = texture { pigment { marble color_map { [ 0.0 rgbft <0.643137, 0.788235, 0.580392, 0.0, 0.0> ] [ 0.8 rgbft <0.466667, 0.517647, 0.368627, 0.0, 0.0> ] [ 1.0 rgbft <0.607843, 0.607843, 0.607843, 0.0, 0.0> ] } turbulence 0.9 ramp_wave } finish { ambient 0.4 phong 1.0 } } // RHModified - I changed a lot of stuff with the below woods // RHModified - These woods are almost the same as DMFDarkOak, just modified a little. #macro AC_wood_x(s) pigment { wood color_map { [ 0.0 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.1 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.9 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] } turbulence 0.04 octaves 3 //ramp_wave rotate y*+random_number_between(90-3,90+3,s) rotate x*+random_number_between(1,2,s) rotate z*+random_number_between(1,2,s) //translate < random_number_between(-10,10,s), random_number_between(-10,10,s), random_number_between(-10,10,s) > scale <1,1,2> } translate < random_number_between(-2,2,s) / 10, random_number_between(-2,2,s) / 10, random_number_between(-2,2,s) / 10 > scale < 1/random_number_between(3,4,s), 1/random_number_between(3,4,s), 1/random_number_between(3,4,s) > #end #macro AC_wood_y(s) pigment { wood color_map { [ 0.0 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.1 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.9 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] } turbulence 0.04 octaves 3 //ramp_wave rotate x*90 rotate y*+random_number_between(1,2,s) rotate z*+random_number_between(1,2,s) scale <1,1,2> } //translate < random_number_between(10,20,s) / 10, random_number_between(10,20,s) / 10, random_number_between(10,20,s) / 10 > scale < 1/random_number_between(5,7,s), 1/random_number_between(5,7,s), 1/random_number_between(5,7,s) > #end #macro AC_wood_z(s) pigment { wood color_map { [ 0.0 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.1 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.9 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] } turbulence 0.04 octaves 3 //ramp_wave translate < random_number_between(-10,10,s), random_number_between(-10,10,s), random_number_between(-10,10,s) > scale <1,1,2> } translate < random_number_between(-2,2,s) / 10, random_number_between(-2,2,s) / 10, random_number_between(-2,2,s) / 10 > scale < 1/random_number_between(5,9,s), 1/random_number_between(5,9,s), 1/random_number_between(5,9,s) > #end #declare s = 1313; // RHModified - I changed the inner panel to a better texture (DMFDarkOak modified) #declare RH_Panel_Wood = texture { pigment { wood color_map { [ 0.0 rgbft <0.862745, 0.627451, 0.454902, 0.0, 0.0> ] [ 0.1 rgbft <0.905882, 0.666667, 0.427451, 0.0, 0.0> ] [ 0.9 rgbft <0.796078, 0.588235, 0.380392, 0.0, 0.0> ] [ 1.0 rgbft <0.811765, 0.615686, 0.419608, 0.0, 0.0> ] } //turbulence 0.04 //octaves 3 //ramp_wave rotate x*+random_number_between(90-3,90+3,s) rotate y*+random_number_between(-5,5,s) rotate z*+random_number_between(-5,5,s) translate < random_number_between(-5,5,s), random_number_between(-5,5,s), random_number_between(-5,5,s) > scale <2,2,1> } } #declare RH_toekick_texture = texture { pigment { wood color_map { [ 0.0 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.1 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.9 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] } //turbulence 0.04 //octaves 3 //ramp_wave rotate y*+90 rotate x*+random_number_between(-5,5,s) rotate z*+random_number_between(-5,5,s) scale <2,1,10> } } // Different crown textures - experimental #declare crown_acwoodx = texture { pigment { wood color_map { [ 0.0 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.1 rgbft <0.888, 0.6, 0.3, 0.0, 0.0> ] [ 0.9 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] [ 1.0 rgbft <0.6, 0.4, 0.2, 0.0, 0.0> ] } //turbulence 0.04 //octaves 3 //ramp_wave rotate y*+random_number_between(90-3,90+3,s) rotate x*+random_number_between(-5,5,s) rotate z*+random_number_between(-5,5,s) scale <1,1,2> } } #declare crown_darkoak = texture { pigment { wood color_map { [ 0.0 rgbft <0.6, 0.3, 0.18, 0.0, 0.0> ] [ 0.1 rgbft <0.6, 0.3, 0.18, 0.0, 0.0> ] [ 0.9 rgbft <0.3, 0.15, 0.09, 0.0, 0.0> ] [ 1.0 rgbft <0.3, 0.15, 0.09, 0.0, 0.0> ] } //turbulence 0.04 //octaves 3 //ramp_wave rotate y*+random_number_between(90-3,90+3,s) rotate x*+random_number_between(-5,5,s) rotate z*+random_number_between(-5,5,s) scale <1, 1, 2> } } #declare crown_lightoak = texture { pigment { wood color_map { [ 0.0 rgbft <0.917647, 0.780392, 0.72549, 0.0, 0.0> ] [ 0.1 rgbft <0.917647, 0.768627, 0.709804, 0.0, 0.0> ] [ 0.9 rgbft <0.905882, 0.741176, 0.670588, 0.0, 0.0> ] [ 1.0 rgbft <0.894118, 0.717647, 0.639216, 0.0, 0.0> ] } turbulence 0.04 //octaves 3 //ramp_wave rotate y*+random_number_between(90-3,90+3,s) rotate x*+random_number_between(-5,5,s) rotate z*+random_number_between(-5,5,s) scale <1, 1, 2> } } #declare MOLDING_DEPTH=1.75; #declare MOLDING_HEIGHT=1.75; #declare BUZZING_OVERHANG=1.0; #declare BLADE_RADIUS=5.0; #declare MOLDING_FUDGEFACTOR=(MOLDING_DEPTH/4); #declare RH_crown_texture = texture { crown_darkoak }