Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Design of Surfaces by "texture" with POV-Ray -
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Home
- POV-Ray Tutorial
  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
 
                                           

Basic rules for the using
of ready made colors, pigment and textures:

1) If declared as a "color ..." ----> use it in the "pigment{color...}" statement!
If a texture component i.e. "Scarlet" is defined as a "color{ ... }", we must invoke it also as a "color" in the "pigment"-statement:
texture{ pigment{ color Scarlet }
         finish { diffuse 0.9 phong 1}
       } // ------ end of texture -----

If using Intel computers we should add here also "finish" like above, otherwise the color pattern may appear too dark!
2) If declared as a "pigment{ ... }" ---> use it in the "pigment{ ... }" statement!
If a texture component i.e. "Jade" is declared as a "pigment{ ... }", we must invoke it
also as a "pigment":
texture{ pigment{ Jade }
         finish { diffuse 0.9 phong 1 }
       } // ------- end of texture -----
Here "phong 1.0" produces a highlight, which let appear specially rounded shapes like beeing polished!
3) If declared as a complete "texture{ ... }" ---> use it in the "texture{ .. }"-statement!
If a surface property like i.e. "Polished_Chrome" oder "Glass3" is declared with all components, we only have to write:
texture{ Glass3 } // ------- end of texture

Naturally we can add some additional properties to a complete texture like roghness ("normal") and quick rendering color ("quick_color") - but be carfully - use the correct syntax !!! - otherwise some unwanted effects will appear!
Example:
texture{ Glass3
         pigment{ quick_color Cyan }
         normal { ripples 0.5 scale 0.05 }
       } // ---- end of texture ------------
interior{ I_Glass }
        //  this makes refraction activ!    
Examples for the using of
a) ready-made texture
sphere{ <0,0,0>,1
        texture{ Polished_Chrome //      <--- ready-made texture
                pigment{quick_color White}
                normal {bumps 0.5 scale 0.05}
               }  // ------ end of texture
       } //---------------- end of sphere ----------------------
b) ready-made pigment
sphere{ <0,0,0>,1
        texture{ pigment{ Bright_Blue_Sky //<- ready-made pigment
                           quick_color Blue }
                   normal {bumps 0.5 scale 0.05}
                   finish {ambient 0.1 diffuse 0.9}
                }// ------- end of texture
       } //---------------- end of sphere ----------------------
c) ready-made color
sphere{ <0,0,0>,1
        texture{ pigment{color White} //  <--- ready-made color
                 normal {bumps 0.5 scale 0.05}
                 finish {ambient 0.1 diffuse 0.9}
               }// -------- end of textureg
       } //---------------- end of sphere ----------------------
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© Friedrich A. Lohmüller, 2010
www.f-lohmueller.de