3.7.16 strings.inc |
POV-Ray 3.6 for UNIX documentation 3.7.17 textures.inc |
3.7.18 transforms.inc |
This file contains many predefined textures, including wood, glass, and metal textures, and a few texture/pattern generation macros.
Stone Pigments:
Jade_Map, Jade
Red_Marble_Map, Red_Marble
White_Marble_Map, White_Marble
Blood_Marble_Map, Blood_Marble
Blue_Agate_Map, Blue_Agate
Sapphire_Agate_Map, Sapphire_Agate
Brown_Agate_Map, Brown_Agate
Pink_Granite_Map, Pink_Granite
Stone textures:
PinkAlabaster
Note: This texture has very tiny dark blue specks that are often mistaken for rendering errors. They are not errors. Just a strange texture design.
Sky pigments:
Blue_Sky_Map, Blue_Sky
Bright_Blue_Sky
Blue_Sky2
Blue_Sky3
Blood_Sky
Apocalypse
Clouds
FBM_Clouds
Shadow_Clouds
Wood pigments:
Several wooden pigments by Tom Price:
Cherry_Wood
Pine_Wood
Dark_Wood
Tan_Wood
White_Wood
Tom_Wood
DMFWood1, DMFWood2, DMFWood3, DMFWood4, DMFWood5
Note: woods are functionally equivalent to a log lying along the z axis. For best results, think like a woodcutter trying to extract the nicest board out of that log. A little tilt along the x axis will give elliptical rings of grain like you would expect to find on most boards. Experiment.
Wood textures:
DMFWood6
DMFLightOak
DMFDarkOak
EMBWood1
Doug Otwell woods:
Yellow_Pine
Rosewood
Sandalwood
Glass_Finish
is a generic glass finish, Glass_Interior
is a generic glass interior, it
just adds an ior of 1.5.
Glass materials:
M_Glass
M_Glass2
M_Glass3
M_Green_Glass
Glass textures contributed by Norm Bowler, of Richland WA. NBglass_finish is used by these materials.
M_NBglass
M_NBoldglass
M_NBwinebottle
M_NBbeerbottle
A few color variations on Norm's glass.
M_Ruby_Glass
M_Dark_Green_Glass
M_Yellow_Glass
M_Orange_Glass
M_Vicks_Bottle_Glass
Metal finishes:
Metal
SilverFinish
Metallic_Finish
Metal textures:
Chrome_Metal, Brass_Metal, Bronze_Metal, Gold_Metal, Silver_Metal, Copper_Metal
Polished_Chrome
Polished_Brass
New_Brass
Spun_Brass
Brushed_Aluminum
Silver1
Silver2
Silver3
Brass_Valley
Rust
Rusty_Iron
Soft_Silver
New_Penny
Tinny_Brass
Gold_Nugget
Aluminum
Bright_Bronze
Candy_Cane
Peel
Y_Gradient
X_Gradient
M_Water
Cork
Lightning_CMap1, Lightning1, and Lightning_CMap2, Lightning2
Starfield
Irregular_Bricks_Ptrn (Mortar Thickness, X-scaling, Variation, Roundness)
. This function pattern
creates a pattern of bricks of varying lengths on the x-y plane. This can be useful in building walls that do not look
like they were built by a computer. Note that mortar thickness between bricks can vary somewhat, too.
Parameters:
Mortar Thickness
= Thickness of the mortar (0-1).
X-scaling
= The scaling of the bricks (but not the mortar) in the x direction.
Variation
= The amount by which brick lengths will vary (0=none, 1=100%).
Roundness
= The roundness of the bricks (0.01=almost rectangular, 1=very round).
Tiles_Ptrn()
. This macro creates a repeating box pattern on the x-y plane. It can be useful for
creating grids. The cells shade continuously from the center to the edges.
Parameters: None.
Hex_Tiles_Ptrn()
. This macro creates a pattern that is a sort of cross between the hexagon pattern and
a repeating box pattern. The hexagonal cells shade continuously from the center to the edges.
Parameters: None.
Star_Ptrn (Radius, Points, Skip)
. This macro creates a pattern that resembles a star. The pattern is
in the x-y plane, centered around the origin.
Parameters:
Radius
= The radius of a circle drawn through the points of the star.
Points
= The number of points on the star.
Skip
= The number of points to skip when drawing lines between points to form the star. A normal
5-pointed star skips 2 points. A Star of David also skips 2 points. Skip must be less than Points/2 and greater than
0. Integers are preferred but not required. Skipping 1 point makes a regular polygon with Points sides.
Pigment
= The pigment to be applied to the star.
Background
= The pigment to be applied to the background.
3.7.16 strings.inc | 3.7.17 textures.inc | 3.7.18 transforms.inc |