|
Deutsch
Italiano Français |
Home - Design of Surfaces - Colors and Textures Index texture Syntax > Basic Sample - pigment{ ... } - normal{ ... } - pigment_pattern - normal Samples - finish{ ... } Ready-made Textures - Rules - colors.inc - textures.inc Do-it-yourself Colors - color rgb< , , > - Transparency Patterns Patterns Lists Warps uv_mapping Mapping Superpositions Your own Textures |
A texture is totally descriped by the following 3 components:
pigment{ ... } // color property should be defined! normal { ... } // optional! finish { ... } // minimum: "finish{ diffuse 0.9 }" see comments by "finish" This clear form should be applied as consequent as possible.
Sometimes also unclear and inconsistent descriptions with logical errors will work -
often they are only producing some warnings during the rendering of this scenery.
Colors, pigments and textures can be made "by hand" (as described in the following) as well as some of them they can be made with special programs for POV-Ray. But the using of those so called "texture editors" needs a well based knowledge about textures! For testing textures it is recommended to use simple scenery files (monochrome sky and floor, camera, light_source (color White or color rgb<1,1,1>) in big distance like sunshine). As a test object we use a simple sphere and a box or a cylinder to compare the effects on different surfaces - this is very important if we use highlight effects like phong! Some day we have made some own special colors and textures, which we want to use in an other scenery. This can be done by copying their definitions ("#declare MyRed = color <1, 0, 0.25>" ) in an own include file (e.g. with the name "mycolors.inc") and including these definitions in the headlines of each own scenery description by #include "mycolors.inc" . This own include file should be placed either in the directory "C:\programs\povray\include" where the include files were placed or in the directory where our actual .pov file is. At this places POV-Ray is seeking for include files by default. But please be carefully: don't make any changes in the original standard include files like "colors.inc", "textures.inc" etc. , because otherwise some example sceneries from other people meight not work correctly anymore! Important: "scale", "rotate" and "translate" have an effect only on the things inside of the actual braces. So it is possible to scale, rotate or translate color patterns in "pigment{ ...}", as well as also simulated surface deforming by "normal{...}" independently by each other and separately from the geometric shape of a geometric object! Sample:
|
||||
top |