Beschreibungen und Beispiele zum Raytracer POV-Ray von Friedrich A. Lohmüller
Gestaltung von Oberflächen mit POV-Ray -
English English English
Italiano Italiano
Français français

Home
- POV-Ray Tutorial

  Oberflächengestaltung
  - Farben und Texturen
    Inhalt

    texture Syntax
    Vorgefertigtes
    Farben Do-it-Yourself
    Muster
    - patterns -Arten
    Reguläre Muster
    - checker, hexagon
      square, triangular
    - brick
    - object pattern (1)
    - object pattern (2)
    - object pattern (3)
    - tiling
    - pavement
    Streifenmuster
    - color_map{...}
    Patterns mit pigment
    - pigment_pattern (1)
    - pigment_pattern (2)
    - image_pattern
    Muster Listen
    - Reguläre Muster
   > Random Muster
    - Fractal Muster
    - Besondere Muster
    Warps
    - warp mapping
    uv_mapping
    Mapping
    Überlagerungen

    Eigene Texturen
 
                                           

Patterns für pigment und normal

Random Pigment- und Normal-Muster

Name

Beispiel

agate

pigment{ agate scale 1  rotate <0,0,0>
         color_map{ [0.0 color rgb <1,1,1>]
                    [0.5 color rgb <0,0,0>]
                    [1.0 color rgb <1,1,1>]
                  }// end of color_map
        } //---- end of pigment ------
pigment{ color rgb<0.45,1,0.9>}
normal { agate 1.00 // bump depth
         scale 0.5 }
pigment{ color rgb<0.6,1,0>}
normal { agate 1.0      // bump depth
         agate_turb 2.0 // default 1 !!!
         scale 0.5 }

bozo
= spotted

pigment{ bozo scale 0.25 turbulence 0
         color_map{ [0.0 color rgb <1,1,0.2>]
                    [0.5 color rgb <1,0.5,0>]
                    [1.0 color rgb <1,0,0.5>]
                  }// end of color_map
        } //---- end of pigment ------
pigment{ color rgb <0.2,0.36,0.85>}
normal { bozo 5.00 scale 0.25}
pigment{ color rgb <1,0.35,0>}
normal { bozo 3.00 scale 0.05}

bumps

As a pigment pattern identical with "bozo" or "spotted"
pigment{ color rgb <0.75,1,0>}
normal { bumps 0.50 scale 0.10}

crackle

pigment{ crackle scale 1.5 turbulence 0.35
         color_map { [0.00 color rgb<0,0,0>]
                     [0.08 color rgb<0,0,0>]
                     [0.32 color rgb<1,0.65,0>]
                     [1.00 color rgb<1,1.0,0.5>]
                   } // end of color_map
         scale 0.2
       } // end of pigment -------------
pigment{ color rgb <0.75,1,0>}
normal { crackle 1.5 // bump depth
         scale 0.25 }
pigment{ color rgb <0.8,0.6,1>}
normal { pigment_pattern{
         crackle
         color_map{ [0.0, rgb 0.0]
                    [0.3, rgb 0.1]
                    [0.8, rgb 0.9]
                    [1.0, rgb 1.0]}
         scale 0.3} // end pigment_pattern
         0.75 } // end of normal ------

dents

pigment{ color rgb <1,0.9,0.8>}
normal { dents 5.5 scale 0.075 }

facets

// can only be used in normal statements!!! 
pigment{ color rgb <1,1,1>}
normal { facets size 0.25 }

granite

 pigment{ granite scale 1 turbulence 0
  /*color_map{ [0.0 color rgb <0,0,0>]
               [0.5 color rgb <1,1,1>]
               [1.0 color rgb <0,0,0>]
             }// end of color_map // optional
       */} //---- end of pigment ------
pigment{ color rgb <0.55,0.45,0.3>}
normal { granite 1.5  scale 1}

marble

pigment{ marble scale 0.5 turbulence 0 //!!!
  /*color_map{ [0.0 color rgb <1,1,1>]
               [1.0 color rgb <0,0,0>]
             }// end of color_map // optional
       */} //---- end of pigment ------
pigment{ marble scale 0.5 turbulence 1.15 //!!!
  /*color_map{ [0.0 color rgb <1,1,1>]
               [1.0 color rgb <0,0,0>]
             }// end of color_map // optional
       */} //---- end of pigment ------
pigment{ color rgb <1,1,1>}
normal { marble 1.5 scale 0.5 turbulence 1.0}

ripples

 pigment{ ripples phase 0.5 frequency 3
    color_map{ [0.0 color rgb <1,  1,1>]
               [0.0 color rgb <1,0.3,0>]
               [1.0 color rgb <0,  0,0>]
             }// end of color_map
    translate<0,3,0>} //--- end of pigment --
pigment{ pigment{ color rgb <0.7,1,0>}
normal{ pigment_pattern{
           ripples phase 0.5 frequency 3
           color_map {[0, rgb 0.15]
                      [1, rgb 0.85]}
                   } // end of pigment_pattern
        1.5 } // end of normal
pigment{ color rgb <1,1,1>}
normal { ripples 3 phase 0.5 frequency 5}

spotted

siehe bozo

waves

pigment{ waves scale 0.1
         color_map{[0.0 color rgb <1,1,1>]
                   [0.3 color rgb <1,1,1>]
                   [0.8 color rgb <1,0,0>]
                   [1.0 color rgb <1,0,0>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <1,1,1>}
normal { waves 0.75 scale 0.05
       } // end of normal

wrinkles

pigment{ wrinkles scale 0.20
         color_map{[0.0 color rgb <1,0,0.3>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <1,1,1>}
normal { wrinkles 1.25 scale 0.10
       } // 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

top

© Friedrich A. Lohmüller, 2014
www.f-lohmueller.de