// Last edited on 2010-05-16 02:51:03 by stolfilocal // TEXTURES //////////////////////////////////////////////////////////// #declare tx_gauge = texture{ pigment{ color rgb 0.95*<1,1,1> } finish{ ambient 0.0 diffuse 1.0 } } #declare tx_gauge_cut = texture{ pigment{ color rgb 0.85*<1,1,1> } finish{ ambient 0.0 diffuse 1.0 } } #declare tx_matte_white = texture{ pigment{ color rgb 0.95*<1,1,1> } finish{ ambient 0.0 diffuse 1.0 } } #declare tx_matte_black = texture{ pigment{ color rgb 0.35*<1,1,1> } finish{ ambient 0.1 diffuse 0.9 } } #declare tx_steel = texture{ pigment{ color rgb < 0.80, 0.93, 0.94 > } finish{ ambient 0.1 diffuse 0.9 specular 0.05 roughness 0.005 } } #declare tx_aluminum = texture{ pigment{ color rgb 0.95*<1,1,1> } finish{ ambient 0.1 diffuse 0.9 specular 0.1 roughness 0.005 } } #declare tx_aluminum_cut = texture{ pigment{ color rgb 0.95*<1,1,1> } finish{ ambient 0.1 diffuse 0.9 specular 0.3 roughness 0.005 } } #declare tx_rig_base = texture{ pigment{ color rgb < 0.95, 0.90, 0.80 > } finish{ ambient 0.1 diffuse 0.9 specular 0.3 roughness 0.005 } } #declare tx_camera_body = texture{ pigment{ color rgb < 0.90, 0.20, 1.00 > } finish{ ambient 0.1 diffuse 0.4 specular 0.1 roughness 0.005 reflection 0.5*< 0.90, 0.20, 1.00 > } normal{ wrinkles 0.1 scale 0.1 } } #declare tx_camera_lens_barrel = texture{ pigment{ color rgb 0.10*<1,1,1> } finish{ ambient 0.1 diffuse 0.9 specular 0.3 roughness 0.005 } } #declare tx_handle = texture{ pigment{ color rgb < 1.00, 0.00, 0.20 > } finish{ ambient 0.1 diffuse 0.9 specular 0.3 roughness 0.005 } } #declare tx_velvet_black = texture{ pigment{ color rgb 0.05*<1,1,1> } finish{ ambient 0.0 diffuse 1.0 } } #declare tx_velvet_verso = texture{ pigment{ color rgb < 0.50, 0.45, 0.35 > } finish{ ambient 0.1 diffuse 0.9 } } #declare tx_paper = texture{ pigment{ color rgb 0.98*<1,1,1> } finish{ ambient 0.0 diffuse 1.0 } } #declare tx_laser_black = texture{ pigment{ color rgb 0.05*<1,1,1> } finish{ ambient 0.0 diffuse 0.8 specular 0.2 roughness 0.005 } } #declare tx_bolt_smooth = texture{ pigment{ color rgb < 0.54, 0.52, 0.50 > } finish{ ambient 0.1 diffuse 0.9 specular 0.05 roughness 0.005 } } #declare tx_screw_smooth = texture{ pigment{ color rgb 0.95*<0.98,1.00,0.98> } finish{ ambient 0.1 diffuse 0.5 specular 0.2 roughness 0.0005 reflection 0.4*<0.98,1.00,0.98> } normal{ wrinkles 0.1 scale 0.25 } } #declare tx_screw_thread = texture{ pigment{ color rgb 0.95*<0.98,1,0.98> } finish{ ambient 0.1 diffuse 0.5 specular 0.2 roughness 0.0005 reflection 0.4*<0.98,1.00,0.98> } normal{ marble 1.5 rotate 90*y scale <1.0, 1.0, 0.5> } } #declare tx_tile_floor = texture{ pigment{ checker color rgb < 0.90,0.80,0.60 >, color rgb < 0.80,0.70,0.50 >} finish{ ambient 0.1 diffuse 0.9 specular 0.1 roughness 0.0005 } scale <20,20,20> } #declare color_chipboard_dark = < 0.75, 0.65, 0.45 >; #declare color_chipboard_lite = < 0.97, 0.87, 0.70 >; #declare color_chipboard_mean = (color_chipboard_lite + color_chipboard_dark)/2; #declare tx_chipboard_face = texture{ pigment{ granite turbulence 0.05 color_map{ [ 0.0, 0.8 color rgb color_chipboard_lite color rgb color_chipboard_lite ] [ 0.8, 1.01 color rgb color_chipboard_mean color rgb color_chipboard_dark ] } } normal{ granite 0.1 scale <0.5, 0.5, 0.5> } finish {diffuse 0.95 ambient 0.05} scale 2 } #declare tx_chipboard_cut = texture{ pigment{ granite turbulence 0.2 color_map{ [ 0.0, 0.8 color rgb color_chipboard_lite color rgb color_chipboard_lite ] [ 0.8, 1.01 color rgb color_chipboard_mean color rgb color_chipboard_dark ] } } normal{ granite 0.5 scale <0.5, 0.5, 0.5> } finish {diffuse 0.95 ambient 0.05} scale 2 } #declare color_wood_dark = < 0.81, 0.60, 0.35 >; #declare color_wood_lite = < 1.00, 0.85, 0.70 >; #declare color_wood_mean = (color_wood_lite + color_wood_dark)/2; #declare tx_wood_grain = texture{ pigment{ wood turbulence 0.2 color_map{ [ 0.0, 0.8 color rgb color_wood_lite color rgb color_wood_lite ] [ 0.8, 1.01 color rgb color_wood_mean color rgb color_wood_dark ] } scale <1.0, 1.0, 200> } normal{ wrinkles 0.4 scale <0.5, 0.5, 200> } finish {diffuse 0.95 ambient 0.05} scale 4 } #declare tx_wood_cut = texture{ pigment{ color rgb color_wood_mean } normal{ wrinkles 0.25 scale <0.25, 0.25, 0.25> } finish {diffuse 0.95 ambient 0.05} scale 4 } #declare tx_cutaway = texture{ pigment{ color rgb < 0.80, 0.10, 0.10 > } finish { diffuse 0.9 ambient 0.1 } } #macro pigment_splotches(color_A,color_B,color_C) pigment{ waves color_map{ [ 00.00 color rgb color_C ] [ +0.35 color rgb color_C ] [ +0.35 color rgb color_B ] [ +0.45 color rgb color_B ] [ +0.45 color rgb color_A ] [ +0.55 color rgb color_A ] [ +0.55 color rgb color_B ] [ +0.65 color rgb color_B ] [ +0.65 color rgb color_C ] [ +1.00 color rgb color_C ] } warp{ turbulence 0.05 } } #end #declare color_bozo_A = < 0.100, 0.680, 0.050 >; #declare color_bozo_B = < 0.980, 0.780, 0.500 >; #declare color_bozo_C = < 0.880, 0.100, 0.450 >; #declare tx_matte_bozo = texture{ pigment_splotches(color_bozo_A,color_bozo_B,color_bozo_C) finish{ ambient 0.0 diffuse 1.0 specular 0 } scale 0.1 } #declare color_spots_A = < 0.400, 0.280, 0.150 >; #declare color_spots_B = < 0.980, 0.780, 0.300 >; #declare tx_matte_spots = texture{ pigment_splotches(color_spots_A,color_spots_B,color_spots_A) finish{ ambient 0.0 diffuse 1.0 specular 0 } scale 0.1 }