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Latest revision as of 19:09, 15 March 2012
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.