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pigment{ colour Yellow filter 0.6 }. pigment{ gradient x … }. pigment{ Jade }. pigment{ bozo … }. radial. wood. leopard. granite. marble. onion. . . . pigment { bozo colour_map { [0.1 colour Red] [0.25 colour White] [0.5 colour White filter 1.0 ]
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pigment{ colour Yellow filter 0.6 } pigment{ gradient x … } pigment{ Jade } pigment{ bozo … }
radial wood leopard granite marble onion
. . . pigment { bozo colour_map { [0.1 colour Red] [0.25 colour White] [0.5 colour White filter 1.0 ] [0.6 colour White filter 1.0 ] [0.8 colour White] [0.9 colour Red] } } finish{ specular 0.7 roughness 0.05 }
Applying Textures using POV • Texture is pigment and surface modulation. • Objects can have more than just simple colour; • colour maps • algorithmic textures • image maps • normal effects • bump maps & height maps • layered textures
Texture - simple but flexible texture { Texture_Identifier pigment {...} normal {...} finish {...} Transformations (usually last) }
Pigment - the object colour pigment { Pigment_Identifier or colour statement Pattern_Type 13 types in POV 2.0 Pigment_Modifier 6 types Transformations usually last }
Gradient Color Maps Marble Wood Onion Leopard Granite Bozo Spotted Agate Mandel Radial image_map Pigment pattern types - POV 2
average * brick [bumps, dents, ripples, wrinkles, waves] crackle checker hexagon quilted spiral1 spiral2 pigment_map [normal_map, slope_map] Pigment pattern types - POV 3
Pigment Modifiers Turbulence stirs up a pattern randomly Octaves modifies action of turbulence Omega modifies sharpness of turbulence Lambda modifies action of turbulence Quick_colour used for low quality rendering Frequency controls repeat frequency Phase controls start positions
Surface normal effects normal { Normal _Identifier Normal_ Pattern_Type many types Normal _Modifiers turbulence, freq, phase Transformations usually last } // POV 3.0; pigment types can be used as normals
Surface normal patterns Bumps Related to Bozo and Spotted Dents Pitting, good with metals Ripples Shallow-water wave effect Waves Deep-water wave effect Wrinkles Uses fractal noise Bump_map Wallpapered texture map
finish { Finish_Identifier Finish_Items } Diffuse Reflection Items Specular Reflection Items Highlights Refraction Finish - add a sparkle {
#declare TriBlob = blob { threshold 0.4 component 1, 0.7, <-0.5, -0.433, 0> component 1, 0.7, <0.5, -0.433, 0> component 1, 0.7, <0, 0.433, 0> } object { TriBlob texture { pigment { Sapphire_Agate } finish{ phong 0.85 } } scale <4, 4, 4> translate <0, 2, 0> } An example object