Difference between revisions of "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_CloudsShadow_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.
RosewoodSandalwood- 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_NBglassM_NBoldglassM_NBwinebottleM_NBbeerbottle
A few color variations on Norm's glass.
M_Ruby_GlassM_Dark_Green_GlassM_Yellow_GlassM_Orange_GlassM_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)
Silver1Silver2Silver3Brass_Valley- Sort of a Black Hills Gold, black, white, and orange specks or splotches.
RustRusty_IronSoft_SilverNew_PennyTinny_BrassGold_NuggetAluminumBright_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_GradientX_GradientM_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.
CorkLightning_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.