Reference:Textures.inc

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This file contains many predefined textures, including wood, glass, and metal textures, and a few texture/pattern generation macros.

Stones

Stone Pigments:

Jade_Map, Jade
Drew Wells' superb Jade. Color map works nicely with other textures, too.
Red_Marble_Map, Red_Marble
Classic white marble with red veins. Over-worked, like checkers.
White_Marble_Map, White_Marble
White marble with black veins.
Blood_Marble_Map, Blood_Marble
Light blue and black marble with a thin red vein.
Blue_Agate_Map, Blue_Agate
A grey blue agate -- kind of purplish.
Sapphire_Agate_Map, Sapphire_Agate
Deep blue agate -- almost glows.
Brown_Agate_Map, Brown_Agate
Brown and white agate -- very pretty.
Pink_Granite_Map, Pink_Granite
Umm, well, pink granite.

Stone textures:

PinkAlabaster
Gray-pink alabaster or marble. Layers are scaled for a unit object and relative to each other.

Note: This texture has very tiny dark blue specks that are often mistaken for rendering errors.

Underlying surface is very subtly mottled with bozo.
Second layer texture has some transmit values, yet a fair amount of color.
Veining is kept quite thin in color map and by the largish scale.

Skies

Sky pigments:

Blue_Sky_Map, Blue_Sky
Basic blue sky with clouds.
Bright_Blue_Sky
Bright blue sky with very white clouds.
Blue_Sky2
Another sky.
Blue_Sky3
Small puffs of white clouds.
Blood_Sky
Red sky with yellow clouds -- very surreal.
Apocalypse
Black sky with red and purple clouds.
Try adding turbulence values from 0.1 - 5.0
Clouds
White clouds with transparent sky.
FBM_Clouds
Shadow_Clouds
A multilayered cloud texture (a real texture, not a pigment).

Woods

Wood pigments:

Several wooden pigments by Tom Price:

Cherry_Wood
A light reddish wood.
Pine_Wood
A light tan wood whiteish rings.
Dark_Wood
Dark wood with a,ish hue to it.
Tan_Wood
Light tan wood with brown rings.
White_Wood
A very pale wood with tan rings -- kind of balsa-ish.
Tom_Wood
Brown wood - looks stained.
DMFWood1, DMFWood2, DMFWood3, DMFWood4, DMFWood5
The scaling in these definitions is relative to a unit-sized object (radius 1).

Note: These wood definitions are functionally equivalent to a log lying along the z axis. For best results, think like a woodcutter trying to extract the nicest board out of that log. A little tilt along the x axis will give elliptical rings of grain like you would expect to find on most boards.

Wood textures:

DMFWood6
This is a three-layer wood texture. Renders rather slowly because of the transparent layers and the two layers of turbulence, but it looks great. Try other colors of varnish for simple variations.
DMFLightOak
Is this really oak? I dunno. Quite light, maybe more like spruce.
DMFDarkOak
Looks like old desk oak if used correctly.
EMBWood1
Wood by Eric Barish

Doug Otwell woods:

Yellow_Pine
Yellow pine, close grained.
Rosewood
Sandalwood
makes a great burled maple, too

Glass

Glass_Finish is a generic glass finish, Glass_Interior is a generic glass interior, it just adds an ior of 1.5.

Glass materials:

M_Glass
Just glass.
M_Glass2
Probably more of a Plexiglas than glass.
M_Glass3
An excellent lead crystal glass!
M_Green_Glass

Glass textures contributed by Norm Bowler, of Richland WA. NBglass_finish is used by these materials.

M_NBglass
M_NBoldglass
M_NBwinebottle
M_NBbeerbottle

A few color variations on Norm's glass.

M_Ruby_Glass
M_Dark_Green_Glass
M_Yellow_Glass
M_Orange_Glass
M_Vicks_Bottle_Glass

Metals

Metal finishes:

Metal
Generic metal finish.
SilverFinish
Basic silver finish
Metallic_Finish

Metal textures:

Chrome_Metal, Brass_Metal, Bronze_Metal, Gold_Metal, Silver_Metal, Copper_Metal
A series of metallic textures using the Metal finish (except for Chrome_Metal, which has a custom finish). There are identical textures ending in _Texture instead of _Metal, but use of those names is discouraged.
Polished_Chrome
A highly reflective Chrome texture.
Polished_Brass
A highly reflective brass texture.
New_Brass
Beautiful military brass texture!
Spun_Brass
Spun Brass texture for cymbals & such
Brushed_Aluminum
Brushed aluminum (brushed along X axis)
Silver1
Silver2
Silver3
Brass_Valley
Sort of a Black Hills Gold, black, white, and orange specks or splotches.
Rust
Rusty_Iron
Soft_Silver
New_Penny
Tinny_Brass
Gold_Nugget
Aluminum
Bright_Bronze

Special textures

Candy_Cane
Red and white stripes - Looks best on a y axis Cylinder.
It spirals because it's gradient on two axis.
Peel
Orange and Clear stripes spiral around the texture to make an object look like it was Peeled. Now, you too can be M.C. Escher!
Y_Gradient
X_Gradient
M_Water
Wavy water material. Requires a sub-plane, and may require scaling to fit your scene.

Warning: Water texture has been changed to M_Water material, see explanation in the glass section of this file.

Cork
Lightning_CMap1, Lightning1, and Lightning_CMap2, Lightning2
These are just lightning textures, they look like arcing electricity...earlier versions misspelled them as Lightening.
Starfield
A starfield texture by Jeff Burton

Texture and pattern macros

Irregular_Bricks_Ptrn (Mortar Thickness, X-scaling, Variation, Roundness): This function pattern creates a pattern of bricks of varying lengths on the x-y plane. This can be useful in building walls that do not look like they were built by a computer. Note that mortar thickness between bricks can vary somewhat, too.

Parameters:

  • Mortar Thickness = Thickness of the mortar (0-1).
  • X-scaling = The scaling of the bricks (but not the mortar) in the x direction.
  • Variation = The amount by which brick lengths will vary (0=none, 1=100%).
  • Roundness = The roundness of the bricks (0.01=almost rectangular, 1=very round).

Tiles_Ptrn(): This macro creates a repeating box pattern on the x-y plane. It can be useful for creating grids. The cells shade continuously from the center to the edges.

Parameters: None.

Hex_Tiles_Ptrn(): This macro creates a pattern that is a sort of cross between the hexagon pattern and a repeating box pattern. The hexagonal cells shade continuously from the center to the edges.

Parameters: None.

Star_Ptrn (Radius, Points, Skip): This macro creates a pattern that resembles a star. The pattern is in the x-y plane, centered around the origin.

Parameters:

  • Radius = The radius of a circle drawn through the points of the star.
  • Points = The number of points on the star.
  • Skip = The number of points to skip when drawing lines between points to form the star. A normal 5-pointed star skips 2 points. A Star of David also skips 2 points. Skip must be less than Points/2 and greater than 0. Integers are preferred but not required. Skipping 1 point makes a regular polygon with Points sides.
  • Pigment = The pigment to be applied to the star.
  • Background = The pigment to be applied to the background.