Extensions:2.6/Py/Scripts/Render/POV-Ray/Sample Materials
目次
- 1 SAMPLE MATERIALS
- 1.1 ARCHITECTURE & DESIGN
- 1.2 Travertine
- 1.3 show pov code
- 1.4 Alpine Green (Verde Alpi) Marble
- 1.5 show pov code
- 1.6 Ancient Greek (Tinos) Marble
- 1.7 show pov code
- 1.8 Golden Onyx
- 1.9 Celadon
- 1.10 show pov code
- 1.11 Bricks
- 1.12 show pov code
- 1.13 Brushed Aluminium
- 1.14 show pov code
- 1.15 Roof Tiles
- 1.16 show pov code
- 1.17 Roof Shingles
- 1.18 show pov code
- 1.19 Chromed Steel
- 1.20 INOX
- 1.21 Silver
- 1.22 Gold
- 1.23 Copper
- 1.24 Bronze
- 1.25 Brass
- 1.26 show pov code
- 1.27 Car Paint (plain / old)
- 1.28 show pov code
- 1.29 Car Paint (Metallic / new)
- 1.30 show pov code
- 1.31 Car Paint (Tuning)
- 1.32 show pov code
- 1.33 Rubber
- 1.34 show pov code
- 1.35 Leather
- 1.36 Plastic matte
- 1.37 Plastic Shiny
- 1.38 Cardboard
- 1.39 Pine Wood
- 1.40 show pov code
- 1.41 Ash Wood
- 1.42 show pov code
- 1.43 Oak Wood
- 1.44 show pov code
- 1.45 Wood Planked floor
- 1.46 show pov code
- 1.47 Varnished wood matte
- 1.48 Varnished wood shiny
- 1.49 Carpet
- 1.50 Plaster
- 1.51 Glass Solid
- 1.52 Glass Window
- 1.53 Glass Brushed
- 1.54 Glass Foggy
- 1.55 Mirror
- 1.56 Sanitary Ceramic
- 1.57 Glycerophtalic paint
- 1.58 Acrylic paint
- 1.59 LANDSCAPE
- 1.60 Sand
- 1.61 show pov code
- 1.62 Snow (Background)
- 1.63 show pov code
- 1.64 Snow (Foreground)
- 1.65 show pov code
- 1.66 Ice (Iceberg)
- 1.67 Lava
- 1.68 JEWELRY
- 1.69 LapisLazuli
- 1.70 show pov code
- 1.71 OTHER
- 1.72 Carbon fiber
- 1.73 show pov code
- 1.74 Cigaret Filter
- 1.75 show pov code
- 1.76 ORGANIC
- 1.77 Skin Light
- 1.78 show pov code
- 1.79 Skin Dark
- 1.80 Hair
- 1.81 Teeth
- 1.82 'Nails
- 1.83 Eye White
- 1.84 show pov code
- 1.85 Eye Iris
- 1.86 show pov code
- 1.87 'Mouth Inside
- 1.88 FOOD & DRINKS
- 1.89 Ice (ice cubes)
- 1.90 Milk
- 1.91 Orange
- 1.92 show pov code
- 1.93 Banana
- 1.94 show pov code
- 1.95 Apple
- 1.96 show pov code
- 1.97 CLOTH
- 1.98 show pov code
- 1.99 Linen
- 1.100 show pov code
- 1.101 Tartan
- 1.102 show pov code
- 1.103 Jeans
- 1.104 Cotton
- 1.105 Tulle
- 1.106 Velvet
- 1.107 Nylon
- 1.108 Silk
- 1.109 show pov code
- 1.110 Satin
- 1.111 Wool
- 1.112 Towel
SAMPLE MATERIALS
All material code below is released under a simple BSD type license, so you can use it in your commercial work without any obligation. Most are built over bits of wisdom gathered from the POV-Ray community and further tweaked by the POV-Ray 3.7 exporter for Blender 2.5 users.
List of contributors:
Christian Böhme, Maurice Raybaud,
Add yourself here after adding a material.
ARCHITECTURE & DESIGN
Travertine
show pov code
#declare Travertine =
texture {
pigment
{marble
turbulence 0.5
color_map
{[0.000, 0.053 color rgbt <0.784, 0.627, 0.522, 0.000>
color rgbt <0.784, 0.627, 0.624, 0.000>]
[0.053, 0.263 color rgbt <0.784, 0.627, 0.624, 0.000>
color rgbt <0.824, 0.557, 0.376, 0.000>]
[0.263, 0.281 color rgbt <0.824, 0.557, 0.376, 0.000>
color rgbt <0.643, 0.380, 0.376, 0.000>]
[0.281, 0.325 color rgbt <0.643, 0.380, 0.376, 0.000>
color rgbt <0.839, 0.722, 0.722, 0.000>]
[0.325, 0.711 color rgbt <0.839, 0.722, 0.722, 0.000>
color rgbt <0.784, 0.627, 0.522, 0.000>]
[0.711, 0.798 color rgbt <0.784, 0.627, 0.522, 0.000>
color rgbt <0.769, 0.380, 0.376, 0.000>]
[0.798, 0.895 color rgbt <0.769, 0.380, 0.376, 0.000>
color rgbt <0.824, 0.557, 0.376, 0.000>]
[0.895, 0.982 color rgbt <0.824, 0.557, 0.376, 0.000>
color rgbt <0.784, 0.627, 0.522, 0.000>]
[0.982, 1.001 color rgbt <0.784, 0.627, 0.522, 0.000>
color rgbt <0.784, 0.627, 0.522, 0.000>]
}
}
scale <1, 1, 2> rotate <40, 0, 0> rotate <0, 0, 30>}
texture {
pigment
{granite
turbulence 0.5
color_map
{[0.000, 0.053 color rgbt <0.784, 0.627, 0.522, 0.500>
color rgbt <0.784, 0.627, 0.624, 0.500>]
[0.053, 0.263 color rgbt <0.784, 0.627, 0.624, 0.500>
color rgbt <0.824, 0.557, 0.376, 0.500>]
[0.263, 0.281 color rgbt <0.824, 0.557, 0.376, 0.500>
color rgbt <0.643, 0.380, 0.376, 0.500>]
[0.281, 0.325 color rgbt <0.643, 0.380, 0.376, 0.500>
color rgbt <0.839, 0.722, 0.722, 0.500>]
[0.325, 0.711 color rgbt <0.839, 0.722, 0.722, 0.500>
color rgbt <0.784, 0.627, 0.522, 0.500>]
[0.711, 0.798 color rgbt <0.784, 0.627, 0.522, 0.500>
color rgbt <0.769, 0.380, 0.376, 0.500>]
[0.798, 0.895 color rgbt <0.769, 0.380, 0.376, 0.500>
color rgbt <0.824, 0.557, 0.376, 0.500>]
[0.895, 0.982 color rgbt <0.824, 0.557, 0.376, 0.500>
color rgbt <0.784, 0.627, 0.522, 0.500>]
[0.982, 1.001 color rgbt <0.784, 0.627, 0.522, 0.500>
color rgbt <0.784, 0.627, 0.522, 0.500>]
}
}
scale <2, 1, 2> rotate <40, 0, 0> rotate <0, 0, 30>}
texture {
pigment
{marble
turbulence 2.85
color_map
{[0.0, 0.05 color rgb 0 transmit 0.6 color rgb 0 transmit 1.0]
[0.05, 0.97 color rgb <0.55, 0.09, 0.09> transmit 0.80 color rgb <0.329412, 0.329412, 0.329412> transmit 0.90]
[0.97, 1.001 color rgb 0 transmit 0.9 color rgb 0 transmit 1.0]
}
}
scale <1, 2, 1.5> rotate <0, 0, 40>}
texture{pigment{color rgb <1,1,0> transmit 0.9} // Main tint
normal {marble -0.025 turbulence 2.85 scale <1, 2, 1.5> rotate <0, 0, 40>}
finish{phong 0.3 phong_size 20}
}
texture{
pigment{
brick color rgb 0.6 // color mortar
color rgbt< 0.75, 0.5, 0.30, 1> // Fully transparent brick color
brick_size <25, 5.25, 12.5>
// (cm) format in x ,y and z- POV coordinates (xzy Blender direction)
mortar 0.01 // (cm)size of the mortar
scale 1
} // end of pigment
finish {ambient 0 diffuse 0.95 phong 0.3 phong_size 30}
rotate<-90,0,0>
//Rotate to better suit Blender Coordinates
} // end of texture
|
Alpine Green (Verde Alpi) Marble
show pov code
#declare AlpineMarble =
texture {
pigment {
granite
turbulence 0.7
color_map {
[ 0.000, 0.490 color rgbf < 0.16, 0.36, 0.20, 0.025 >
color rgbf < 0.00, 0.00, 0.05, 0.05 > ]
[ 0.490, 0.500 color rgbf < 1.00, 1.00, 1.00, 1.00 >
color rgbf < 1.00, 1.00, 1.00, 1.00 > ]
[ 0.500, 0.525 color rgbf < 0.00, 0.00, 0.00, 0.00 >
color rgbf < 0.00, 0.00, 0.00, 0.00 > ]
[ 0.525, 0.900 color rgbf < 1.00, 1.00, 1.00, 1.00 >
color rgbf < 1.00, 1.00, 1.00, 1.00 > ]
[ 0.900, 0.905 color rgbf < 0.40, 0.90, 0.44, 0.00 >
color rgbf < 0.9, 1.00, 0.95, 0.00 > ]
[ 0.905, 1.000 color rgbf < 0.9, 1.00, 0.95, 1.00 >
color rgbf < 1.00, 1.00, 1.00, 1.00 > ]
}
scale 10
}
finish {
diffuse albedo 0.85
specular .5
roughness .5 }
normal {
agate 0.85
turbulence 2
scale 7 }
}
|
Ancient Greek (Tinos) Marble
dark marble, with a mix of dark green, white and black fragmented marks, looking like a sort of 'terrazzo'
show pov code
#declare TinosMarble=
texture{
pigment{ crackle scale 5 turbulence 0.25
form <-1,1,0.05>
color_map { [0.00 color rgb<1,1,1>]
[0.025 color rgb<0.252,0.482,0.372>]
[0.05 color rgb<0.082,0.092,0.072>]
[0.15 color rgb<0.05,0.09,0.06>]
[0.52 color rgb<0.008,0.019,0.012>]
[0.65 color rgb<0.0025,0.0029,0.0014>]
[0.75 color rgb<0.0060,0.0084,0.0065>]
[1.00 color rgb<0.008,0.012,0.012>]
}
}
finish{
diffuse albedo 0.8
specular .5
roughness .0001
reflection {
0.2
}
brilliance 2
}
}
|
Golden Onyx
(to do)
Celadon
Use with ior 1.5 and SSS at "subsurface {translucency <0.45, 0.38,0.33>*0.5}"
show pov code
#declare Celadon =
texture {
pigment {
bozo
pigment_map {
[0.0 color rgb <0.762025, 0.883775, 0.762025>]
[0.2 color rgb <0.855688, 0.935979, 0.855688>]
[0.5 color rgb <0.728519, 0.896481, 0.728519>]
[0.8 color rgb <0.937467, 1.000000, 0.937467>]
[1.0 color rgb <0.548054, 0.722746, 0.548054>]
}
}
normal {
crackle 0.5 solid
warp {turbulence <0.1, 0.1, 0.1>}
scale 0.1
}
finish {
subsurface {translucency <0.45, 0.38,0.33>*0.5}
diffuse 0.6
specular 0.5
roughness 0.005
conserve_energy
reflection {
0.01 , 0.2
fresnel on
falloff 1.0
exponent 1.0
}
}
}
|
Bricks
show pov code
//Set up for a scale of 1cm / Blender Unit
#include "colors.inc"
#declare Bricks =
texture{
pigment{
brick color rgb 0.4 // color mortar
color rgb< 0.75, 0.5, 0.30>*0.5 // color brick
brick_size <25, 5.25, 12.5>
// (cm) format in x ,y and z- POV coordinates (xzy Blender direction)
mortar 0.1 // (cm)size of the mortar
scale 1
} // end of pigment
normal {wrinkles 0.75 scale 0.1}
finish {ambient 0 diffuse 0.95 phong 0.2}
rotate<-90,0,0> translate< 0.01, 0.00, 0.00>
//Rotate to better suit Blender Coordinates
} // end of texture
|
Brushed Aluminium
show pov code
#declare StripesDepth = 0.01;
#declare AluminiumBase =
texture {
pigment { rgb <0.658824, 0.658824, 0.658824> }
normal {
wood StripesDepth ramp_wave rotate 90*y scale 0.15
}
finish {
ambient 0
diffuse 0.35
specular 0.25
roughness 0.1
reflection {
0.00 0.96 metallic 0.5 fresnel on falloff 1 exponent 1.25}
brilliance 3.15
}
}
#declare BrushedAluminium =
texture{
average
texture_map{
#declare R=seed(1001);
#declare V=0;
#while(V<12) // number of samples up to 256
[1
AluminiumBase
normal{
bumps StripesDepth
scale <15, 15, 0.03>
translate <rand(R),rand(R),rand(R)>
}
]
#declare V=V+1;
#end
}
}
|
Roof Tiles
show pov code
#declare MedTileTex =
texture {
pigment {
average
pigment_map{
[0.25 cells
color_map {//colours taken from roof images
[0.1 srgb <220,158,106>/255]
[0.2 srgb <217,177,126>/255]
[0.3 srgb <228,215,173>/255]
[0.4 srgb <219,152,100>/255]
[0.5 srgb <166,120, 61>/255]
[0.6 srgb <225,171,125>/255]
[0.7 srgb <230,199,142>/255]
[0.8 srgb <223,187,129>/255]
[0.9 srgb <236,176,114>/255]
[1.0 srgb <244,188,131>/255]
}
]
[0.4 aoi
color_map {//colours taken from roof images
[0.1 srgb <220,158,106>/255]
[0.2 srgb <217,177,126>/255]
[0.3 srgb <228,215,173>/255]
[0.4 srgb <219,152,100>/255]
[0.5 srgb <166,120, 61>/255]
[0.6 srgb <225,171,125>/255]
[0.7 srgb <230,199,142>/255]
[0.8 srgb <223,187,129>/255]
[0.9 srgb <236,176,114>/255]
[1.0 srgb <244,188,131>/255]
}
]
[0.75 cells
color_map {//colours taken from roof images
[0.1 srgb <220,158,106>/255]
[0.2 srgb <217,177,126>/255]
[0.3 srgb <228,215,173>/255]
[0.4 srgb <219,152,100>/255]
[0.5 srgb <166,120, 61>/255]
[0.6 srgb <225,171,125>/255]
[0.7 srgb <230,199,142>/255]
[0.8 srgb <223,187,129>/255]
[0.9 srgb <236,176,114>/255]
[1.0 srgb <244,188,131>/255]
}
]
}
scale <6, 2, 6>//TileScale
}
normal {
average
normal_map {
[1 granite 1 scale 0.1]
[1 cells 0.005]
}
scale <1, 2, 1>*1//TileScale
}
finish {
specular 0.01
roughness 0.00286312
diffuse albedo 0.65
conserve_energy
}
}
|
Roof Shingles
show pov code
#declare tilesPattern = function(x,y,z){(y - int(y)) - (int(x)/2)};
//The box must be smaller than the textured object.
box{<-1,-1,-1>,<1,1,1>
rotate <45,0,0>
#declare RoofTiles =
texture {
pigment {
function {tilesPattern(x,y,z)}
pigment_map{[0 wood
turbulence 0.05
translate 4*z
warp { repeat 8*z offset 0.0 }
rotate 86*z
scale 0.1
//rotate 4*z
pigment_map {
[0.0 bozo
color_map {
[0.0 color rgb <0.35,0.3,0.2>]
[0.4 color rgb <0.3,0.3,0.25>]
[0.5 color rgb <0.48,0.4,0.35>]
[1.0 color rgb <0.48,0.4,0.35>]
}
]
[0.3 bozo
color_map {
[0.0 color rgb <0.35,0.3,0.2>]
[0.4 color rgb <0.3,0.3,0.25>]
[0.5 color rgb <0.48,0.4,0.35>]
[1.0 color rgb <0.48,0.4,0.35>]
}
]
[0.7 color rgb <0.575,0.56,0.45>]
[1.0 color rgb <0.575,0.56,0.45>]
}
]
[1 rgb <0,0,0>]
}
}
scale 2 translate <10,0,0>}
normal {
function {tilesPattern(x,y,z)}
scale 2 translate <10,0,0>}
finish {
specular 0.1
roughness 0.5}
}
|
Chromed Steel
INOX
Silver
Gold
Copper
Bronze
Brass
Use with ior 1.18 and Irid Wavelength at RGB <0.996078,0.713726,0.34902>
show pov code
#include "functions.inc"
#declare brass=
texture {
pigment {color srgb <254,182,89>/255}
normal {
average
normal_map {
[1 bumps
scale 0.0175
bump_size 0.2
]
[1 bumps
scale 0.35
bump_size 0.2
]
[1 function {(f_ridged_mf ((4+x)/0.3, y/0.3, z/0.3, 0.5, 2.7, 4,
1, 1.5, 0)-1.8)*0.5}
scale 0.35
bump_size 0.3
slope_map {
[0 <0,1>]
[0.25 <1,0>]
[1 <1,0>]
}
]
}
accuracy 0.003
}
finish {
ambient 0
diffuse 0.16
specular 0.8
roughness 0.11
metallic
reflection {0.2, 0.4 metallic}
irid {0.07 thickness 0.5 turbulence 0.2}
}
}
|
Car Paint (plain / old)
show pov code
#include "colors.inc"
#declare PaintColor = color White;
#declare PaintBright =
pigment{
PaintColor
}
#declare PaintDark =
pigment{
PaintColor / 2
}
#declare CarPaint =
texture{
pigment{
aoi
pigment_map{
//[0.0 PaintDark]
[0.5 PaintDark]
[1.0 PaintBright]
}
}
normal {bozo 0.05 scale 0.1}
finish{
diffuse 0.65
brilliance 0.6
reflection{
rgb <.05, .05, .05>, rgb<.2,.2,.2>
fresnel on
}
}
}
|
Car Paint (Metallic / new)
show pov code
#include "colors.inc"
#declare PaintColor = color SkyBlue;
#declare PaintBright =
pigment{
PaintColor
}
#declare PaintDark =
pigment{
PaintColor / 10
}
#declare CarPaint =
texture{
pigment{
aoi
pigment_map{
//[0.0 PaintDark]
[0.5 PaintDark]
[1.0 PaintBright]
}
}
normal {bozo 0.05 scale 0.1}
finish{
specular 0.4
roughness 0.05
metallic
diffuse 0.25
brilliance 1
reflection{ 0.2
}
}
}
|
Car Paint (Tuning)
show pov code
#include "colors.inc"
#declare PaintColor = color SkyBlue;
#declare PaintBright =
pigment{
PaintColor
}
#declare PaintDark =
pigment{
rgb <1-PaintColor.red, 1-PaintColor.green, 1-PaintColor.blue>
}
#declare CarPaint =
texture{
pigment{
aoi
pigment_map{
//[0.0 PaintDark]
[0.5 PaintDark]
[1 PaintBright]
}
}
normal {bozo 0.05 scale 0.1}
finish{
specular 0.4
roughness 0.1
metallic
diffuse 0.25
brilliance 2
reflection{ 0.01 0.3
}
}
}
|
Rubber
show pov code
#declare Rubber =
texture{
pigment{
aoi
color_map{
[0.00 rgb <.0075, .0175, .0025>]
[0.55 rgb <.020, .022, .024>]
[0.65 rgb <.004, .004, .004>]
[0.85 rgb <.006, .002, .001>]
[1.00 rgb <.007, .004, .001>]
}
poly_wave 1.25
scale 0.1
}
normal {bozo 0.2 scale 0.25}
finish{
specular .015
roughness .075
brilliance 0.275
}
}
Leather#declare Leather =
texture{
pigment{
crackle
metric 3
turbulence .25
color_map{
[0.00 rgb <.015, .008, .004>]
[0.25 rgb <.017, .008, .004>]
[0.50 rgb <.010, .002, .004>]
[0.75 rgb <.008, .002, .004>]
[1.00 rgb <.006, .002, .003>]
}
scale 0.1
}
normal{
crackle
metric 3
turbulence .25
//granite .16
scale 0.1
}
finish{
specular .04
roughness .1
}
}
|
Plastic matte
Plastic Shiny
Cardboard
Pine Wood
show pov code
#declare deskwood_streaks =
pigment {
bozo
color_map {
[0.0 color rgb <0.6,0.35,0.1>]
[0.6 color rgb <0.55,0.3,0.15>]
[0.85 color rgb <0.6,0.5,0.5>]
[1.0 color rgb <0.6,0.5,0.75>]
}
//scale <1,1,0.02>
//scale <0.01,0.01,1>
scale <1,0.01,1>
}
#declare deskwood_background =
pigment {
//color rgb <0.68,0.6,0.45>
color rgb <0.995,0.775,0.35>
}
#declare deskwood_background_bright =
pigment {
//color rgb <0.68,0.6,0.45>
color rgb <0.99,0.8,0.45>
}
#declare deskwood_turb =
texture {
pigment {
wood
turbulence 0.05
translate 4*y
warp { repeat 12*y offset 0.0 }
rotate 86*y
//rotate 4*z
translate <0,0,0>
pigment_map {
[0.0 deskwood_streaks ]
[0.1 deskwood_streaks ]
[0.3 deskwood_background ]
[0.6 deskwood_background ]
[1.0 deskwood_background_bright ]
}
}
finish { diffuse albedo 0.7 specular albedo 0.3 roughness 0.15 brilliance 0.5 }
}
#declare deskwood_random_streaks =
texture {
pigment {
bozo
color_map {
[0.0 color rgbt <0.6,0.3,0.1,0.0>]
[0.3 color rgbt <0.6,0.3,0.1,0.0>]
[0.4 color rgbt <0.7,0.4,0.5,1.0>]
[1.0 color rgbt <0.7,0.4,0.5,1.0>]
}
//scale <4,1,0.1>
scale <0.5,0.5,0.025>
}
finish { diffuse albedo 0.85 specular albedo 0.15 roughness 0.15 brilliance 0.5 }
normal{
bozo
//scale <4,1,0.1>
scale <1,1,0.02>
}
}
#declare PineWood =
texture { deskwood_turb translate <0,0,3> }
texture { deskwood_random_streaks rotate 90*x }
|
Ash Wood
show pov code
#declare AshWood =
texture {
pigment {
wood
turbulence <0.05, 0.08, 1000>
octaves 4
scale <0.15, .15, 1>
color_map {
[0.0, 0.1 color rgb <0.60, 0.35, 0.20>
color rgb <0.60, 0.35, 0.20>]
[0.1, 0.9 color rgb <0.60, 0.35, 0.20>
color rgb <0.90, 0.65, 0.30>]
[0.9, 1.0 color rgb <0.90, 0.65, 0.30>
color rgb <0.60, 0.35, 0.20>]
}
}
finish {
specular 0.3
roughness 0.007
}
rotate x*90
rotate y*9
rotate z*3
scale 500
translate <7,5,4>
}
texture {
pigment {
bozo
scale <0.01, 0.01, 100000>
color_map {
[0.0, 0.1 color rgbt <0.90, 0.65, 0.30, 0.00>
color rgbt <0.90, 0.65, 0.30, 0.30>]
[0.1, 1.0 color rgbt <0.90, 0.65, 0.30, 0.30>
color rgbt <1.00, 1.00, 1.00, 1.00> ]
}
}
}
|
Oak Wood
show pov code
#declare OakWood =
texture {
pigment {
wood
turbulence 0.05
translate 4*z
warp { repeat 8*z offset 0.0 }
rotate 86*z
//rotate 4*z
pigment_map {
[0.0 bozo
color_map {
[0.0 color rgb <0.45,0.3,0.2>]
[0.4 color rgb <0.4,0.3,0.25>]
[0.5 color rgb <0.58,0.4,0.35>]
[1.0 color rgb <0.58,0.4,0.35>]
}
]
[0.3 bozo
color_map {
[0.0 color rgb <0.45,0.3,0.2>]
[0.4 color rgb <0.4,0.3,0.25>]
[0.5 color rgb <0.58,0.4,0.35>]
[1.0 color rgb <0.58,0.4,0.35>]
}
]
[0.7 color rgb <0.775,0.56,0.45>]
[1.0 color rgb <0.775,0.56,0.45>]
}
}
finish { diffuse 0.75 specular 0.05 roughness 0.025}
translate <0,0,3>
scale 0.5
rotate 90*x
}
//Second texture layer
texture {
pigment {
bozo
color_map {
[0.0 color rgbt <0.5,0.3,0.2,0.0>]
[0.3 color rgbt <0.5,0.3,0.2,0.0>]
[0.4 color rgbt <0.8,0.6,0.6,1.0>]
[1.0 color rgbt <0.8,0.6,0.6,1.0>]
}
scale <1,1,0.02>
rotate 90*x
}
normal {
bozo
scale <1,1,0.02>
rotate 90*x
}
finish { diffuse 0.8 specular 0.2 }
}
|
Wood Planked floor
show pov code
#declare WoodPlanks =
texture {
pigment {
wood
turbulence 0.05
translate 4*z
warp { repeat 8*z offset 0.0 }
rotate 86*z
//rotate 4*z
pigment_map {
[0.0 bozo
color_map {
[0.0 color rgb <0.45,0.3,0.2>]
[0.4 color rgb <0.4,0.3,0.25>]
[0.5 color rgb <0.58,0.4,0.35>]
[1.0 color rgb <0.58,0.4,0.35>]
}
]
[0.3 bozo
color_map {
[0.0 color rgb <0.45,0.3,0.2>]
[0.4 color rgb <0.4,0.3,0.25>]
[0.5 color rgb <0.58,0.4,0.35>]
[1.0 color rgb <0.58,0.4,0.35>]
}
]
[0.7 color rgb <0.475,0.3,0.25>]
[1.0 color rgb <0.475,0.3,0.25>]
}
}
finish { diffuse 0.75 specular 0.05 roughness 0.025}
translate <0,0,3>
scale 0.5
rotate 90*x
}
//Second texture layer
texture {
pigment {
bozo
color_map {
[0.0 color rgbt <0.5,0.3,0.2,0.0>]
[0.3 color rgbt <0.5,0.3,0.2,0.0>]
[0.4 color rgbt <0.8,0.6,0.6,1.0>]
[1.0 color rgbt <0.8,0.6,0.6,1.0>]
}
scale <1,1,0.02>
rotate 90*x
}
normal {
bozo
scale <1,1,0.02>
rotate 90*x
}
finish { diffuse 0.8 specular 0.2 }
}
texture{
pigment{
brick color rgb <0.45,0.3,0.250> // color mortar
color rgbt< 0.75, 0.5, 0.30, 1> // color brick
brick_size <250, 5.25, 12.5>
// (cm) format in x ,y and z- POV coordinates (xzy Blender direction)
mortar 0.01 // (cm)size of the mortar
scale 1
} // end of pigment
normal {
brick -0.15 // color mortar
brick_size <250, 5.25, 12.5>
// (cm) format in x ,y and z- POV coordinates (xzy Blender direction)
mortar 0.01 // (cm)size of the mortar
scale 1
}
finish {ambient 0 diffuse 0.95 phong 0.1 phong_size 30}
rotate<-90,0,0>
//Rotate to better suit Blender Coordinates
} // end of texture
|
Varnished wood matte
Varnished wood shiny
Carpet
Plaster
Glass Solid
Glass Window
Glass Brushed
Glass Foggy
Mirror
Sanitary Ceramic
Glycerophtalic paint
for metal like fridges, washing machine, etc.
Acrylic paint
for Walls, wood, etc.
LANDSCAPE
Sand
show pov code
#declare Sand=
texture{
pigment{
color rgb <.518, .339, .138>
}
normal{
bumps 5
scale 0.05
}
finish{
specular .3
roughness .8
}
}
texture{
pigment{
wrinkles
scale 0.05
color_map{
[0.0 color rgbt <1, .847, .644, 0>]
[0.2 color rgbt <.658, .456, .270, 1>]
[0.4 color rgbt <.270, .191, .067, .25>]
[0.6 color rgbt <.947, .723, .468, 0>]
[0.8 color rgbt <.356, .250, .047, 1>]
[1.0 color rgbt <.171, .136, .1, 1>]
}
}
}
|
Snow (Background)
show pov code
#declare Snow =
texture{
pigment{
color rgb <0.9, 0.95, 1>
}
normal{
gradient y .5
slope_map {
[0 <.1, .1>]
[0.25 <.25, 0>]
[0.5 <.1, -.1>]
[0.75 <.25, 0>]
[1 <.1, .1>]
}
turbulence 0.5
scale 3
}
finish{
brilliance 0.75
phong 0.1
phong_size 5
subsurface {translucency <0.1, 0.31, 0.48>}
//emission .2
//use with radiosity instead
}
}
texture{
pigment{
color rgbt <1, 1, 1, .9>
}
normal{
bumps 5
scale .05
}
finish{
specular 1
roughness .01
}
}
texture{
pigment{
color rgbt <1, 1, 1, .9>
}
normal{
bumps 3
scale .1
}
}
|
Snow (Foreground)
show pov code
#declare snowTex = texture {
pigment { rgb <1, 1, 1> }
finish { diffuse albedo 0.7 specular albedo 0.2 roughness 0.0002 brilliance 0.9
reflection { 0.005, 0.05 fresnel on } conserve_energy
subsurface { translucency <2.98, 2.97, 2.94> }
}
normal { granite 2 scale 0.05 }
}
// iceTex
#declare iceTex1 = texture {
pigment { rgbf <1, 1, 1, 0.3> }
finish { diffuse albedo 0.1 specular albedo 0.1 roughness 0.05 brilliance 2.5
reflection { 0.005, 0.01 fresnel on } conserve_energy
subsurface { translucency <29.5,30,31> }
}
normal { granite 1 scale 0.1 }
}
#declare iceTex2 = texture {
pigment { rgbf <1, 1, 1, 0.1> }
finish { diffuse albedo 0.5 specular albedo 0.15 roughness 0.02 brilliance 1.2
reflection { 0.005, 0.03 fresnel on } conserve_energy
subsurface { translucency <29.5,30,31> }
}
normal { granite 01.5 scale 0.08 }
}
/*
#declare Snowball=function {
pigment {
wrinkles
scale 0.25
turbulence 0.2
lambda 0.5
omega 0.75
color_map {
[0, rgb 0]
[1, rgb 1]
}
}
}
*/
#declare Snow = texture {
aoi
texture_map {
[ 0.0 iceTex1 scale 0.33 ]
[ 0.45 iceTex2 scale 0.33 ]
[0.75 snowTex scale 0.33]
}
scale 0.3 turbulence 0.275 translate <-1.7, 0, 0>
}
|
Ice (Iceberg)
Lava
JEWELRY
LapisLazuli
show pov code
#declare azul =
texture{
pigment{
bozo
scale .7
turbulence 1
color_map{
[0.0 color rgbt <.053, .112, .371, 0>]
[.2 color rgbt <.045, .098, .361, 0>]
[.4 color rgbt <.009, .026, .238, 0>]
[1 color rgbt <.004, .007, .093, 0>]
}
}
finish{
specular .5
roughness .0001
reflection {
0.2
}
brilliance 2
}
}
#declare pyrit =
texture{
pigment{
rgb <.723, .516, .0>
}
normal{
bumps .25
scale .001
}
finish{
specular 1
roughness .0001
reflection .9
}
}
#declare lapislazuli=
texture{
granite
scale 1.5
turbulence .5
texture_map{
[0.0 pyrit]
[0.07 pyrit]
[0.12 azul ]
[1.0 azul ]
}
}
|
OTHER
Carbon fiber
show pov code
// --snip-- begin carbon.inc ----------------------
// carbon texture
#declare N_Carbon = normal {
#local loc_sc = <.5,.5,1>;
gradient x
normal_map{
[ 0.25
gradient y
normal_map {
[ .25 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .25 gradient x scallop_wave scale loc_sc ]
[ .5 gradient x scallop_wave scale loc_sc ]
[ .5 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .75 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .75 gradient y scallop_wave scale loc_sc translate .25*y ]
}
]
[ 0.25
gradient y
normal_map {
[ .25 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .25 gradient x scallop_wave scale loc_sc ]
[ .5 gradient x scallop_wave scale loc_sc ]
[ .5 gradient y scallop_wave scale loc_sc ]
[ .75 gradient y scallop_wave scale loc_sc ]
[ .75 gradient y scallop_wave scale loc_sc ]
}
]
[ 0.5
gradient y
normal_map {
[ .25 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .25 gradient x scallop_wave scale loc_sc ]
[ .5 gradient x scallop_wave scale loc_sc ]
[ .5 gradient y scallop_wave scale loc_sc ]
[ .75 gradient y scallop_wave scale loc_sc ]
[ .75 gradient y scallop_wave scale loc_sc ]
}
]
[ 0.5
gradient y
normal_map {
[ .25 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .25 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .5 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .5 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .75 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .75 gradient x scallop_wave scale loc_sc ]
}
]
[ 0.75
gradient y
normal_map {
[ .25 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .25 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .5 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .5 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .75 gradient y scallop_wave scale loc_sc translate .25*y ]
[ .75 gradient x scallop_wave scale loc_sc ]
}
]
[ 0.75
gradient y
normal_map {
[ .25 gradient y scallop_wave scale loc_sc ]
[ .25 gradient y scallop_wave scale loc_sc ]
[ .5 gradient y scallop_wave scale loc_sc ]
[ .5 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .75 gradient x scallop_wave scale loc_sc translate .25*x ]
[ .75 gradient x scallop_wave scale loc_sc ]
}
]
}
}
#declare T_Carbon_A = texture {
normal { N_Carbon }
pigment{rgb 0.1}
finish { diffuse albedo 0.17204 phong albedo .17204 phong_size 4 irid {0.1}}
}
#declare T_Carbon_B = texture {
normal {bumps 0}
pigment{rgb 0.1}
finish {
diffuse albedo 0.17204
reflection { 0.17204 fresnel on } metallic conserve_energy
phong albedo 0.17204 phong_size 60
irid {0.1}
}
}
#declare T_Carbon = texture {
average
texture_map {
[5 T_Carbon_A ]
[4 T_Carbon_B ]
}
}
|
Cigaret Filter
show pov code
#declare cfilter =
texture{
pigment{
color rgb <.610, .366, .141 >
}
}
texture{
pigment{
granite
scale 1.5
rotate y*0
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*45
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*90
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*135
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*180
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*225
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*270
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
texture{
pigment{
granite
scale 1.5
rotate y*315
color_map{
[0.0 rgb <.671, .421, .049>]
[0.12 rgbt <.958, .726, .375, 1>]
[0.12 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
}
}
|
ORGANIC
TO DO
Skin Light
show pov code
#declare Skin =
texture {
pigment {
//aoi for peach hair effect
aoi
color_map {
[ 0.25 rgb <1.0,0.95,0.9>]
[ 0.55 rgb <0.9,0.4,0.2>*0.75]
}
}
normal {
crackle 5
form <1,0,0>
scale 0.075
}
finish {
phong 0.01
phong_size 10
specular 0.01
roughness 0.5
diffuse 0.6
ambient 1
subsurface { translucency <3.67, 1.37, 0.683> }
conserve_energy
}
}
|
Skin Dark
Hair
Teeth
'Nails
Eye White
show pov code
#declare EyeBallWhite =
texture {
pigment{ crackle scale 4 turbulence 0.25
form <-1,1,0.05>
color_map { [0.00 color rgb<0.4,0.2,0.1>]
[0.025 color rgb<0.952,0.282,0.372>]
[0.05 color rgb<0.992,0.982,0.982>]
[0.15 color rgb<0.99,0.95,0.86>]
[0.52 color rgb<0.99,0.99,0.99>]
[0.65 color rgb<0.99,0.99,0.94>]
[0.75 color rgb<0.96,0.94,0.965>]
[1.00 color rgb<0.99,0.99,0.99>]
}
}
//pigment {
//aoi for what effect
//aoi
//color_map {
//[ 0.25 rgb <1.0,0.95,0.9>]
//[ 0.55 rgb <0.9,0.4,0.2>*0.75]
//}
//}
normal { crackle -0.5 scale 4 turbulence 0.25
form <-1,1,0.05>
}
finish {
brilliance 0.8
phong albedo 0.5 phong_size 25.2
specular albedo 0.5 roughness 0.2
diffuse albedo 0.8
ambient 1
emission 0
reflection {0.1 0.5 fresnel}
conserve_energy
subsurface { translucency <10.9, 6.57, 2.51> }
}
}
|
Eye Iris
show pov code
#declare P_Iris_Shadowed = pigment { color rgb 0 }
#declare P_Iris_Base = pigment {
granite
color_map {
[ 0.0 color srgb <0.4,0.5,0.3> ] // <-- primary color
[ 1.0 color srgb <0,0,0> ]
}
translate z
scale 0.5
}
#declare P_Iris_A = pigment {
P_Iris_Base
scale 0.7
warp { black_hole <0,0,0>, 1 strength 1 falloff 2 }
}
#declare P_Iris_B = pigment {
granite
pigment_map {
[ 0.0 color srgb <0.7,0.7,0.3> ] // <-- secondary color
[ 0.3 P_Iris_Base ]
}
scale 0.7
warp { black_hole <0,0,0>, 1 strength 1 falloff 2 }
}
#declare M_Iris = material {
texture {
pigment {
uv_mapping
spherical
pigment_map {
[0.2 P_Iris_Shadowed]
[0.3 P_Iris_A ]
[0.4 P_Iris_A ]
[0.5 P_Iris_B ]
[0.6 P_Iris_B ]
[0.65 P_Iris_Shadowed]
}
translate <1,1,0>
warp { repeat 2*x }
scale 0.25
}
finish { ambient 0 diffuse albedo 0.6 specular albedo 0 emission 0 }
}
}
|
'Mouth Inside
FOOD & DRINKS
TO DO
Ice (ice cubes)
Milk
Orange
show pov code
#declare Orange=
texture{
pigment{
bozo
color_map{
[0.0 rgb <.686, .383, .024>]
[0.5 rgb <.686, .228, .032>]
[1.0 rgb <.828, .516, .031>]
}
scale 0.15
}
normal{
granite .2
}
finish{
brilliance 1
//emission .1
//Use with Radiosity instead
specular .15
roughness .05
}
}
|
Banana
show pov code
#declare Skin=
texture{
pigment{
gradient -y
scale 1.5
color_map{
[0.0 color rgbt <.296, .283, .030, 0>]
[.2 color rgbt <.485, .337, .042, 0>]
[.4 color rgbt <.753, .503, .067, 0>]
[1 color rgbt <.386, .223, .005, 0>]
}
}
normal{
marble .2
turbulence .3
scale <.01, .01, .01>
}
finish{
specular .05
roughness .2
}
}
#declare Dents =
texture{
pigment{
rgb <.258, .091, .0>
}
}
#declare BananaSkin =
texture{
granite
scale 1.5
//turbulence .5
texture_map{
[0.0 Dents]
[0.07 Dents]
[0.13 Skin]
[1.0 Skin]
}
}
|
Apple
Peach
show pov code
#declare PeachSkin =
texture {
average
texture_map {
[
pigment {
bozo
color_map {
[0.25,color <0.482,0.325,0.325>]
[1,color <0.678,0.635,0.612>]
}
scale 0.001
}
normal {
average
normal_map {
[
bumps 0.3*2
warp {turbulence 1}
scale 0.2
]
[
bumps 0.2*2
warp {turbulence 0.5}
scale 0.001
]
}
}
finish {ambient 0 diffuse 0.3 brilliance 0.7}
]
[
pigment {color <0.950,0.420,0.420>}
finish {ambient 0 diffuse 0 phong 0.6 phong_size 2 metallic}
//Use Radiosity rather than ambiant value
]
}
}
|
CLOTH
Following the method explained by Tom Fine here: http://hea-www.harvard.edu/~fine/POV/fabric.html
Generic linen type threads could be mimicked by this code:
show pov code
camera
{
orthographic
up <0, 1, 0>
right <1, 0, 0>
location <0,40,0>
look_at <0,0,0>
angle 11
}
#include "colors.inc"
#declare threadthick=1.7;
#declare grad_h=4+threadthick*2;
#declare grad_off=grad_h/2;
#declare redpaint = texture { pigment { color rgb <1,0,0> } finish { ambient 0.5 } }
#declare heightgrad = texture {
pigment {
gradient y
pigment_map {
[0 color Black]
[0.5 color Black]
[1 color White]
}
scale grad_h*y translate grad_off*y
}
finish { ambient 1 }
}
background { color Black }
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <-2,0,-2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,0,-5> <5,5,5> texture { redpaint } }
translate <-2,0,-2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,0,-5> <5,5,5> texture { redpaint } }
translate <-2,0,2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <-2,0,2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,0,-5> <5,5,5> texture { redpaint } }
translate <2,0,-2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <2,0,-2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,0,-5> <5,5,5> texture { redpaint } }
translate <2,0,2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <2,0,2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <-6,0,2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*x }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <6,0,-2>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <-2,0,-6>
texture { heightgrad }
}
difference {
torus { 2 threadthick rotate 90*z }
box { <-5,-5,-5> <5,0,5> texture { redpaint } }
translate <2,0,6>
texture { heightgrad }
}
|
Linen
The above is then used as a bump map in this texture:
show pov code
//H_streaks and V_streaks are used to make natural looking fiber streaks
//for the fabric
//#declare H_streaks = pigment { bozo color_map { [0.0 color rgb <0.6,0.5,0.4>] [1.0 color rgb <0.8,0.7,0.6>] } scale <2,0.05,1> }
//#declare V_streaks = pigment { bozo color_map { [0.0 color rgb <0.6,0.5,0.4>] [1.0 color rgb <0.8,0.7,0.6>] } scale <0.05,2,1> }
#declare H_streaks = pigment { bozo color_map { [0.2 color rgb <0.4,0.3,0.2>] [0.8 color rgb <0.9,0.8,0.7>] } scale <10,0.1,1> }
#declare V_streaks = pigment { bozo color_map { [0.2 color rgb <0.4,0.3,0.2>] [0.8 color rgb <0.9,0.8,0.7>] } scale <0.1,10,1> }
//A fabric bump map is used to shade the surface (see fabricbumps.pov)
//Then, a checkerboard is overlayed using alternating patterns of H_streaks
//and V_streaks. The checker pattern and the bump map
//are scaled together so that the streaks line up with the fiber bumps.
#declare fabric = texture {
pigment { checker pigment { H_streaks } pigment { V_streaks } scale 0.5*0.17 }
normal { bump_map { gif "../images/fabricbumps.gif" bump_size 10 } scale 0.17 }
finish { diffuse 0.8 specular 0.2 }
}
|
Tartan
Tartan type pattern for quilt and plaids, etc.
show pov code
#declare Col1 = <1.0, 0.0, 0.0>;
#declare Col2 = <1.0, 0.0, 0.0>;
#declare Pig1 =
pigment {
gradient x
color_map {
[0.190 srgb <0.0, 0.0, 0.0>]
[0.190 srgb Col1]
[0.233 srgb Col1]
[0.233 srgb <0.0, 0.0, 0.0>]
[0.304 srgb <0.0, 0.0, 0.0>]
[0.304 srgb <1.0, 1.0, 1.0>]
[0.325 srgb <1.0, 1.0, 1.0>]
[0.325 srgb <0.0, 0.0, 0.0>]
[0.396 srgb <0.0, 0.0, 0.0>]
[0.396 srgb Col1]
[0.441 srgb Col1]
[0.441 srgb <0.0, 0.0, 0.0>]
[0.625 srgb <0.0, 0.0, 0.0>]
[0.625 srgb Col1]
}
}
#declare Pig2 =
pigment {
gradient x
color_map {
[0.190 srgb <0.0, 0.0, 0.0>]
[0.190 srgb Col2]
[0.233 srgb Col2]
[0.233 srgb <0.0, 0.0, 0.0>]
[0.304 srgb <0.0, 0.0, 0.0>]
[0.304 srgb <1.0, 1.0, 1.0>]
[0.325 srgb <1.0, 1.0, 1.0>]
[0.325 srgb <0.0, 0.0, 0.0>]
[0.396 srgb <0.0, 0.0, 0.0>]
[0.396 srgb Col2]
[0.441 srgb Col2]
[0.441 srgb <0.0, 0.0, 0.0>]
[0.625 srgb <0.0, 0.0, 0.0>]
[0.625 srgb Col2]
}
}
#declare Tartan =
texture {
pigment_pattern {
gradient <1.0, 1.0, 0.0>
color_map {
[0.0 srgb <0.0, 0.0, 0.0>]
[0.5 srgb <0.0, 0.0, 0.0>]
[0.9 srgb <1.0, 1.0, 1.0>]
[1.0 srgb <1.0, 1.0, 1.0>]
}
scale 0.03
rotate 45.0*y
}
texture_map {
[0.0 pigment {Pig1}]
[1.0 pigment {Pig2} rotate -90.0*y]
}
}
|
TO DO
Jeans
Cotton
Tulle
Velvet
#declare Rug =
texture {
average
texture_map {
[
pigment {
bozo
color_map {
[0.25,color <0.325,0.325,0.325>]
[1,color <0.118,0.115,0.112>]
}
scale 0.001
}
normal {
average
normal_map {
[
bumps 0.3*2
warp {turbulence 1}
scale 1
]
[
bumps 0.2*2
warp {turbulence 0.5}
scale 0.005
]
}
}
finish {ambient 0 diffuse 0.3 brilliance 0.7}
]
[
pigment {color <0.950,0.420,0.420>}
finish {ambient 0 diffuse 0 phong 0.6 phong_size 2 metallic}
//Use Radiosity rather than ambiant value
]
}
}
Nylon
Silk
show pov code
#declare Silk =
texture {
pigment_pattern {
wrinkles
pigment_map {
[0.4
color rgb <1.0, 1.0, 1.0>
]
[0.6
color rgb <0.0, 0.0, 0.0>
]
}
scale <0.2, 1.0, 0.2>
}
texture_map {
[0.0
pigment {
color rgb <0.45, 0.25, 0.75>
}
finish {
ambient 0.0
specular 0.8
}
]
[1.0
pigment {
color rgb <0.45, 0.25, 0.75>
}
finish {
ambient 0.0
specular 0.05
}
]
}
}
|
Satin
Wool
Towel