// This is an include file contain additional textures created or modified // by Henry Wagner Graphic Designs. #include "stones.inc" #declare RED_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Red filter 0.96 } } #declare BLUE_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Blue filter 0.96 } } #declare YELLOW_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Yellow filter 0.96 } } #declare AQUA_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Aquamarine filter 0.96 } } #declare MAROON_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Maroon filter 0.96 } } #declare ORANGE_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Orange filter 0.96 } } #declare PURPLE_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Plum filter 0.96 } } // Green Glass for windows. #declare GREEN_GLASS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 refraction 1 ior 1.2 } pigment { color Green filter 0.96 } } #declare BLUE_ENGINE = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 reflection 0.2 } pigment { color Blue } } #declare GRAY_SEMIGLOSS = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 reflection 0.3 } pigment { color Gray40 } } #declare CHROME_GIFMAP = texture { finish { ambient 0.1 diffuse 0.7 brilliance 6.0 reflection 0.6 phong 0.8 phong_size 120 } pigment { color Gray20 } } #declare SHINY_SILVER = texture { finish { metallic reflection 0.6 brilliance 6.0 phong 0.8 phong_size 120 ambient 0.1 diffuse 0.7 } pigment { color Gray20 } } #declare BRASS_GIFMAP = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.4 phong 0.8 phong_size 120 } pigment { color red 0.578 green 0.422 blue 0.195 } } #declare GOLD = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.6 phong 1.0 phong_size 80 } pigment { color red 0.6 green 0.4 blue 0.2 } } #declare GOLD1 = texture { finish { metallic ambient 0.3 diffuse 0.7 brilliance 8.0 specular 0.8 roughness 0.1 reflection 0.01 phong 1.0 phong_size 80 } pigment { color red 0.6 green 0.4 blue 0.2 } } #declare GOLD2 = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.1 phong 1.0 phong_size 80 } pigment { color red 0.6 green 0.4 blue 0.2 } } // Created for Henry Wagner Graphic Designs #declare BLUE_METAL = texture { finish { metallic ambient 0.2 diffuse 0.8 brilliance 6.0 reflection 0.1 phong 1.0 phong_size 80 } pigment { color NewMidnightBlue } } #declare CYAN_METALIC = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.6 phong 1.0 phong_size 80 } pigment { agate color_map { [ 0.0, 0.3 color blue 0.9 color blue 0.8 ] [ 0.3, 1.00 color blue 0.8 color blue 0.4 ] } } } #declare WHITE_METAL = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 // reflection 0.6 phong 1.0 phong_size 80 } pigment { color White } } #declare BLACK_BOX = texture { finish { metallic ambient 0.1 diffuse 0.8 brilliance 6.0 reflection 0.6 phong 1.0 phong_size 80 } pigment { color Black } } #declare CREAM_PLASTIC = texture { finish { ambient 0.1 diffuse 0.7 phong 1.0 phong_size 70.0 } pigment { color Tan } } // Henry Wagner's JADE for 3ds files. #declare JADE = texture { finish { reflection 0.6 ambient 0.1 diffuse 0.8 brilliance 6.0 } pigment {marble turbulence 1.8 color_map {[0.0, 0.8 color red 0.1 green 0.6 blue 0.1 color red 0.0 green 0.3] [0.8, 1.001 color red 0.1 green 0.6 blue 0.1 color red 0.0 green 0.2] } } } // Mirror for surface. // #declare MIRROR = texture { // finish // {ambient 0 // diffuse 0 // reflection 1 // } // pigment { color Green } // } #declare MIRROR = texture { finish { reflection 0.6 } pigment { marble turbulence 1.8 color_map { [0.0, 0.8 color red 0.1 green 0.6 blue 0.1 color red 0.0 green 0.3] [0.8, 1.001 color red 0.1 green 0.6 blue 0.1 color red 0.0 green 0.2] } } } #declare GREEN_METAL = texture { finish {metallic ambient 0.2 diffuse 0.7 brilliance 6 reflection 0.25 phong 0.75 phong_size 80 } pigment { color red 0.8 green 1 blue 0.95 } } // Beautiful military brass texture! #declare WARBIRD_ENGINE = texture { pigment { color red 0.70 green 0.56 blue 0.37 } finish { ambient 0.35 diffuse 1.00 brilliance 15 phong 0.41 phong_size 5 } } #declare BLUE_AGATE = pigment {agate color_map {[0.0, 0.5 color red 0.30 green 0.30 blue 0.50 color red 0.30 green 0.30 blue 0.50] [0.5, 0.55 color red 0.30 green 0.30 blue 0.50 color red 0.20 green 0.20 blue 0.30] [0.55, 0.6 color red 0.20 green 0.20 blue 0.30 color red 0.25 green 0.25 blue 0.35] [0.6, 0.7 color red 0.25 green 0.25 blue 0.35 color red 0.15 green 0.15 blue 0.26] [0.7, 0.8 color red 0.15 green 0.15 blue 0.26 color red 0.10 green 0.10 blue 0.20] [0.8, 0.9 color red 0.10 green 0.10 blue 0.20 color red 0.30 green 0.30 blue 0.50] [0.9, 1.001 color red 0.30 green 0.30 blue 0.50 color red 0.10 green 0.10 blue 0.20] } } // Beautiful military brass texture! #declare NEW_BRASS = texture { pigment { color red 0.70 green 0.56 blue 0.37 } finish { ambient 0.35 diffuse 1.00 brilliance 15 phong 0.41 phong_size 5 } } // A couple highly reflective metal textures. #declare POLISHED_CHROME = texture { pigment { Gray20 } finish { ambient 0.1 diffuse 0.7 brilliance 6.0 reflection 0.6 phong 0.8 phong_size 120 } } #declare CHROME = texture { pigment { Gray20 } finish { ambient 0.1 diffuse 0.7 brilliance 6.0 reflection 0.6 phong 0.8 phong_size 120 } } //------------- Dark Brown & Tan swirl Granite with gray undertones #declare BROWN_BRICK = texture{pigment{color Black}} texture{Grnt17a scale <3, 6, 2> rotate <0, 0, 50>} texture{Grnt3a scale <1, 2, 1> rotate <0, 0, -50> finish{phong 1.0 phong_size 90} } // White marble with black veins. #declare WHITE_MARBLE = pigment {marble turbulence 1 color_map {[0.0, 0.8 color red 0.9 green 0.9 blue 0.9 color red 0.5 green 0.5 blue 0.5] [0.8, 1.01 color red 0.5 green 0.5 blue 0.5 color red 0.2 green 0.2 blue 0.2] } } #declare OLD_METAL = texture { finish { metallic ambient 0.25 diffuse 0.65 reflection 0.1 brilliance 6 phong 1 phong_size 100 } pigment { color Gray20 } } // Light tan wood with brown rings. #declare TAN_WOOD = pigment {wood turbulence 0.1 color_map {[0.0, 0.8 color red 0.888 green 0.600 blue 0.3 color red 0.888 green 0.600 blue 0.3] [0.8, 1.01 color red 0.6 green 0.4 blue 0.2 color red 0.4 green 0.3 blue 0.2] } } // An excellent lead crystal glass! #declare CRYSTAL = texture { pigment { color red 0.98 green 0.98 blue 0.98 filter 0.9 } finish { ambient 0.1 diffuse 0.1 specular 0.8 reflection 0.1 refraction 0.9 ior 1.45 roughness 0.0003 phong 1 phong_size 400 } } #declare WWood = texture { pigment { wood turbulence 0.1 colour_map { [ 0.0 0.35 colour red 0.7 green 0.4 colour red 0.7 green 0.4 ] [ 0.35 1.0 colour red 0.95 green 0.62 colour red 0.95 green 0.62 ] } scale <0.6, 1000.0, 0.6> translate <200.0, 0.0, 100.0> } finish { specular 1 roughness 0.02 } } #declare BWood = texture { pigment { wood turbulence 0.1 colour_map { [ 0.0 0.55 colour red 0.45 green 0.25 colour red 0.45 green 0.25 ] [ 0.55 1.0 colour red 0.30 green 0.16 colour red 0.30 green 0.16 ] } scale <0.6, 1000.0, 0.6> translate <100.0, 0.0, -200.0> } finish { specular 1 roughness 0.02 } }