// Test of the new crackle texture // Last edited on 2000-08-05 18:25:44 by stolfi light_source { <0.0000, 50.0000, 0.0000> color rgb <1.20, 1.20, 1.20> } #declare centerX = 0; #declare centerY = 0; #declare centerZ = 0; #declare camDX = 2.1; #declare camDY = 6; #declare camDZ = -2.5; #declare skyX = 0; #declare skyY = 1; #declare skyZ = 0; camera { location + direction <-camDX, -camDY, -camDZ> right <+3.8000, 00.0000, 00.0000> up <00.0000, 00.0000, +5.3200> sky look_at } #declare blueColor = color rgb <0.25, 0.35, 0.50>; #declare pinkColor = color rgb <1.00, 0.85, 0.70>; #declare redColor = color rgb <1.00, 0.20, 0.00>; #declare whiteColor = color rgb <1.00, 1.00, 1.00>; #declare blackColor = color rgb <0.00, 0.00, 0.00>; #declare metalFinish = finish{ metallic ambient 0.1 diffuse 0.9 specular 1 roughness 0.05 brilliance 2 } #declare crackleTexture = texture{ pigment{ crackle color_map{ [0.000 redColor] [0.167 redColor] [0.167 whiteColor] [0.333 whiteColor] [0.333 blueColor] [0.500 blueColor] [0.500 whiteColor] [0.667 whiteColor] [0.667 blueColor] [0.833 blueColor] [0.833 whiteColor] [1.000 whiteColor] } frequency 2 } finish { ambient 0.1 diffuse 0.9 } } #declare plainTexture = texture{ pigment {color whiteColor} finish { ambient 0.3 diffuse 0.7 } } #include "background.inc" background{ color bgColor } box { <-1.2, 00.0, -1.2>, <+1.2, +0.6, +1.2> texture{ crackleTexture scale 0.5 } } sphere{ <00.0, +1.1, +1.5>, 0.5 texture{ crackleTexture } }