//  mech fish preliminary materials 


#declare F_gloss =
finish {
    ambient .2
    diffuse 1   
    phong 1
    phong_size 100  
    reflection {.01, .72 fresnel}
}

#declare N_flat = normal {
    pigment_pattern{ 
        gradient y 
        turbulence 0.0
        colour_map {
            [0.00, rgb 1]
            [1.00, rgb 1]
        } 
     }
}

#declare F_matt =
finish {
    ambient .2
    diffuse 1   
    phong 0
    phong_size 0  
    emission 0
}
                                                    
#declare F_metal  =
finish {
    reflection {0, .96 fresnel on }
    conserve_energy 
    brilliance 5
    ambient 0
    diffuse .5 
    phong 5    
    phong_size 40
    metallic
    specular .4
    roughness 1/20
    reflection .5   
}
                                                 
// red                                                   
#declare C_red =                rgb <1, 0.0, 0.0> ; 
#declare T_red_matt = texture{ pigment {C_red} finish {F_matt} normal {N_flat}};
#declare M_red_matt = material{ texture{T_red_matt}};

#declare T_red_gloss = texture{ pigment {C_red} finish {F_gloss} normal {N_flat}};
#declare M_red_gloss = material{ texture{T_red_gloss}};

//chrome
#declare C_silver =             rgb <0.8, 0.81, 0.82> ; 
#declare T_chrome = texture{ pigment{C_silver} finish {F_metal}}; 
#declare M_chrome = material{texture{T_chrome}} ;      

//teal
#declare C_teal =               rgb <0.0, 0.5, 0.5> ; 
#declare T_teal_metal = texture{ pigment {C_teal} finish {F_metal} normal {N_flat}};
#declare M_teal_metal = material{ texture{T_teal_metal}}; 

//salmon
#declare C_salmon =             rgb <1.00,0.30,0.20> ;   
#declare T_salmon_gloss = texture{ pigment {C_salmon} finish {F_gloss} normal {N_flat}};
#declare M_salmon_gloss = material{ texture{T_salmon_gloss}};

