Patterns für pigment und normal
Einfache regelmäßige Pigment- und Normal-Muster
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Hinweis: Man kann all diese Muster mittels "turbulence ..."
oder "warp( turbulence ...)" modifizieren.
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Name
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Beispiel
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checker |
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pigment{ checker
color rgb<1,1,1>
color rgb<0,1,0>
} |
hexagon |
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pigment{ hexagon
color rgb<0.5,1,0>
color rgb<1,0.7,0>
color rgb<0,0.5,0>
rotate<90,0,0> } |
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sphere{ <0,0,0>,1
texture{
pigment{ hexagon //ein simulierter Fußball
color rgb<1,1,1>*1.0
color rgb<1,1,1>*0.0
color rgb<1,1,1>*0.5
scale <0.115/pi,0.25/pi,0.075>*1.65
warp { // see "warp mapping"
spherical
orientation <0,1,0>
}// end warp
scale 0.175 rotate<40,0,0> }
} // end of texture
scale 0.25 translate <0,0.25,0>
} // end of sphere - entsprechend drehen! |
square
Neu in POV-Ray 3.7 |
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pigment{ square // max. 4 colors / pigments
// Color1, Color2, Color3, Color4
color rgb<1.00, 1.00, 1.00>,//White
color rgb<1.00, 0.00, 0.30>,//blueish red
color rgb<0.10, 0.70, 0.00>,//YellowGreen
color Orange
// turbulence 0.5
scale 0.25
} // end pigment |
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pigment{ square // max. 4 colors / pigments
// Pigment1, Pigment2, Pigment3, Pigment4
pigment{ color rgb<1.00, 1.00, 1.00>} ,
pigment{ color rgb<1.00, 0.30, 1>*0.5},
pigment{ gradient<1,0,0> scale 0.5
color_map{
[ 0.00 color rgb<0.10, 0.60, 0.00>]
[ 1.00 color rgb<1.00, 1.00, 0.00>]
} // end color_map
}, //
pigment{ checker color Orange color Blue scale 0.25}
// turbulence 0.5
scale 0.25
} // end pigment |
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texture { square // max. 4 non pattern textures
texture{ pigment{ color rgb<0.95,0.80,0.45> }
normal { spotted 50 scale 0.150 }
finish { phong 1 phong_size 10 reflection 0.1}
},
texture{ pigment{ color rgb<1.00, 1.00, 1.00> }
normal{ waves frequency 5 scale<0.25,1,0.25>}
},
texture { Polished_Chrome
pigment{ color rgb<1,0.5,0>*1.5 }
normal { crackle 3.5 scale 0.40 }
finish { phong 1 }
},
texture{ pigment{ color rgb<1.00, 1.00, 1.00>}
normal{ waves frequency 5 scale<0.25,1,0.25>}
},
scale 0.25
} // end texture |
triangular
Neu in POV-Ray 3.7 |
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pigment{ triangular // max. 6 colors / pigments
// Color1, Color2, Color3, Color4, Color5, Color6
color Red,
color rgb<1.0, 0.4, 0.0>,
color rgb<1.0, 0.9, 0.0>,
color rgb<0.5, 1.0, 0.0>,
color rgb<0.5, 0.5, 1.0>,
color rgb<0.5, 0.0, 1.0>,
scale 0.35
} // end pigment |
cubic
Neu in POV-Ray 3.7 |
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pigment{ cubic // max. 6 colors / pigments
// Color1, Color2, Color3, Color4, Color5, Color6
color rgb<1.0, 0.0, 0.0>,
color rgb<1.0, 0.4, 0.0>,
color rgb<1.0, 0.9, 0.0>,
color rgb<0.5, 1.0, 0.0>,
color rgb<0.5, 0.5, 1.0>,
color rgb<0.5, 0.0, 1.0>,
translate<0,0,0>
} // end pigment |
brick |
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pigment{ brick
color rgb<0.8,0.25,0.1> // brick color
color rgb<0.5,0.5,0.5> // mortar color
<0.25,0.0525,0.125>// size of brick
0.01 // width of mortar
} //---- end of pigment ------ |
boxed |
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pigment{ boxed frequency 15 turbulence 0
color_map{[0.0 color rgb <0,0,0>]
[0.7 color rgb <1,0,0>]
[1.0 color rgb <1,1,1>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <1,1,1>}
normal { boxed 0.5 // bump depth
phase 0.11 frequency 18 } |
cylindrical |
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pigment{ cylindrical frequency 15 turbulence 0
color_map{[0.0 color rgb <0,0,0>]
[0.7 color rgb <1,0,0>]
[1.0 color rgb <1,1,1>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <0.75,0.5,0.3>}
normal { cylindrical 0.5 // bump depth
phase 0.15 frequency 12 } |
cells |
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pigment{ cells scale 0.35 turbulence 0
color_map { [0.0 color rgb <1,1,1>]
[1.0 color rgb <1,0,0>]
} // end of color_map
} // end of pigment |
gradient |
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pigment{ gradient <0,1,0> scale 0.5
color_map { [0.0 color rgb <1,1,1>]
[0.4 color rgb <1,1,1>]
[1.0 color rgb <1,0,0>]
} // end of color_map
} // end of pigment |
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box{ <0,0,0>,<2,1,0.01> //---------------------
texture{
pigment{ gradient <0,1,0>
color_map {
[0.0 color rgb <1,0,0>]
[1/3 color rgb <1,0,0>]
[1/3 color rgb <1,1,1>]
[2/3 color rgb <1,1,1>]
[2/3 color rgb <1,0,0>]
[1.0 color rgb <1,0,0>]
}// end of color_map
} // end of pigment
normal { bumps 0.25 scale <0.2,1,1>}
} // end of texture ----------------------
scale 1 rotate<0,0,0> translate<0,0.7,0>
} // end of box --------------------------- |
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texture{ pigment{ gradient <0,1,0>
color_map {
[0.0 color rgb <1,0.7,0>]
[1/3 color rgb <1,0.7,0>]
[1/3 color rgb <1,0,0>]
[2/3 color rgb <1,0,0>]
[2/3 color rgb <0,0,0>]
[1.0 color rgb <0,0,0>]
}// end of color_map
} // end of pigment
normal { bumps 0.25 scale <0.2,1,1>}
} // end of texture ------------------------ |
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texture{ pigment{ gradient <1,0,0>
color_map {
[0.0 color rgb <0,0,0>]
[1/3 color rgb <0,0,0>]
[1/3 color rgb <1,0.7,0>]
[2/3 color rgb <1,0.7,0>]
[2/3 color rgb <1,0,0>]
[1.0 color rgb <1,0,0>]
}// end of color_map
scale <2,1,1>
} // end of pigment
normal { bumps 0.25 scale <0.25,1,1> rotate<0,0,30>}
} // end of texture ------------------------ |
leopard |
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pigment{ leopard scale 0.075 turbulence 0
color_map{[0.0 color rgb <0,0,0>]
[0.2 color rgb <1,1,1>]
[1.0 color rgb <1,1,1>]
}//end of color_map (optionnal)
} // end of pigment |
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pigment{ color rgb <1,1,1>}
normal { leopard 15 // bump depth
scale 0.0515 } |
onion |
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pigment{ onion scale 0.075 turbulence 0
color_map{[0.0 color rgb <0,0,0>]
[0.7 color rgb <1,1,1>*1.2]
[1.0 color rgb <1,1,1>*1.2]
}//end of color_map
} // end of pigment |
planar |
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pigment{ planar frequency 15 turbulence 0
color_map{[0.0 color rgb <0,0,0>]
[0.7 color rgb <1,0,0>]
[1.0 color rgb <1,1,1>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <1,1,1>}
normal { planar 0.5 // bump depth
phase 0.05 frequency 12 } |
quilted |
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pigment{ quilted control0 1 control1 1
scale 0.25 turbulence 0
color_map{[0.0 color rgb <1,0,0>]
[0.7 color rgb <1,1,0>]
[1.0 color rgb <1,1,1>]
}//end of color_map (optionnal)
} // end of pigment |
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pigment{ color rgb<1.35,0.47,0.55>}
normal { quilted 1 // bump depth
scale 0.175 } |
radial |
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pigment{ radial frequency 8
color_map{[0.0 color rgb <1,1,1>]
[0.5 color rgb <1,1,1>]
[0.5 color rgb <1,0,0>]
[1.0 color rgb <1,0,0>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <0.7,1,0>}
normal { pigment_pattern{
radial sine_wave
frequency 15 turbulence 0
color_map {[0, rgb 0.15]
[1, rgb 0.50]}
} // end of pigment_pattern
1.5 } // end of normal |
spiral1 |
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pigment{ spiral1 10 //number of arms
color_map{[0.0 color rgb <1,1,1>]
[0.5 color rgb <1,1,1>]
[0.5 color rgb <1,0,0>]
[1.0 color rgb <1,0,0>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <0.7,0.5,1>}
normal { spiral1 10
bump_size 2.00
} // end of normal |
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pigment{ color rgb <1,0.3,0.7>}
normal { spiral1 10
bump_size 1.00 sine_wave
} // end of normal |
spiral2 |
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pigment{ spiral2 10 //number of arms
color_map{[0.0 color rgb <1,1,1>]
[0.5 color rgb <1,1,1>]
[0.5 color rgb <1,0,0>]
[1.0 color rgb <1,0,0>]
}//end of color_map
} // end of pigment |
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pigment{ color rgb <0.35,0.45,1>}
normal { spiral2 10
bump_size 0.75 sine_wave
} // end of normal |
wood
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pigment{ wood scale 0.10 // turbulence 0.05
/*color_map{ [0.0 color rgb<1,1,1>]
[1.0 color rgb<0,0,0>]
}// end of color_map // optional
*/} //---- end of pigment ------ |
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pigment{ color rgb<0.2,0.78,0.35>}
normal{ wood 1.5 scale 0.25 turbulence 0.0
sine_wave } //---- end of normal |
pigment / normal attributes |
Bezeichnung |
Beispiele |
frequency
// oscillation freq. of radial, ripples, waves, etc
lambda
// change surface perturbation property
// makes turbulence more "swirly"
turbulence
// Takes a float or vector, see also octaves, //omega, lambda, frequency
octaves
// increases the "folds" in turbulence changes
omega
// change surface perturbation property
// makes turbulence more "krinkly"
phase
// change the phase of ripples, etc.
// Animation note:
// As phase DECREASES,
// ripples move OUTWARD. |
frequency 2.0
lambda 1.2
// (1.0...5.0) [2.0]
turbulence <0, 1, 0.5>
// how much to turbulate the texture
//(0...1 or more)
octaves 3
// (1...10) [default is 6]
omega 1.2
// (0.0...2.0) [default is 0.5]
phase 0.5 |
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