Descrizioni ed esempi per POV-Ray di Friedrich A. Lohmüller
Design di Superfici con "texture" in POV-Ray -
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  Design di Superfici
  - Colori e Texture
    Index

    Sintassi di texture
    Testure pronto per l'uso
    Colori Do-it-yourself
    Motivi - patterns
    - Tipi di motivi
      Motivi regolari
    - checker, hexagon
      square, triangular
    - brick
    - object pattern (1)
    - object pattern (2)
    - object pattern (3)
    - tiling
    - pavement
      Motivi con righe
    - color_map{...}
      Motivi con pigments
   > pigment_pattern (1)
    - pigment_pattern (2)
    - image_pattern
    Liste di motivi
    Warps
    uv_mapping
    Mapping
    Sovrapposizioni

    Vostre testure
 
                                           
  Motivi con pigment_pattern (1)
// Syntax for 'pigment_pattern':
pigment{ //-----------------------------
  pigment_pattern{ PIGMENT_BODY }
     color_map{ COLOR_MAP_BODY }
     | pigment_map{ PIGMENT_MAP_BODY }
} //------------------------------------
// Syntax for 'texture':
texture{ //-----------------------------
   pigment_pattern{ PIGMENT_BODY }
     texture_map{ TEXTURE_MAP_BODY }
} //------------------------------------
// Syntax for 'normal':
normal{ //------------------------------
       pigment_pattern { PIGMENT_BODY }
      [Bump_Size]
       normal_map { NORMAL_MAP_BODY }
} //------------------------------------

Questo motivo prende sui valori di grigio di qualsiasi pigmenti con il motivo per
color_map, pigment_map,
textur_map o normal_map.

Possiamo usare questo con pigmenti patterned,
di molto semplice a annidato molto complicato.




Note: Per l'uso di questi motivi in 'normal'
possiamo usare un valore addizionale per Bump_Size !
Esempio 1: 'pigment_pattern' usato in 'pigment'
#declare Pigment_0 =
pigment{
  pavement
    number_of_sides 4// 3tri,4quadrat,6hexgon
    number_of_tiles 1//  (1 to 5 or 6)
    pattern 1 // from 1~max. relevant value
    //corners: 0=sharp,1=bevelled,2=rounded
    exterior 0 // 0, 1 or 2; Not for hexagon
    interior 0 // 0, 1 or 2
    form 0//  0, 1, 2
    color_map{
     [ 0.00 color rgb<1,1,1>*0 ]
     [ 0.75 color rgb<1,1,1>*0 ]
     [ 1.00 color rgb<1,1,1>*1 ]
    } // end color_map
  scale 0.255
} // end pigment ----------------------------
//-------------------------------------------
#declare Pigment_1 =
pigment{
  leopard scale 0.075  turbulence 0
    color_map{
     [0.00 color rgb<0,0,0>]
     [0.2  color rgb<0,0,0>]
     [0.2  color rgb<1,1,1>]
     [1.00 color rgb<1,1,1>]
    }//end of color_map (optionnal)
  rotate<45,0,0>
} // end of pigment
//-------------------------------------------

object{
   Round_Box(<-1,0,-1>,<1,1,0.99>,0.02,0)
   texture{
     pigment{
       pigment_pattern{
         Pigment_0
         scale<1.07,1,1.03>*0.9
       } // end pigment_pattern
       pigment_map{
        [ 0.00  color White ]
        [ 0.50  Pigment_1 scale 0.08]
        [ 1.00  Pigment_1 scale 0.08]
       } // pigment_map
       scale 1.02
       translate<-0.11,0.02,-0.14>
     } // pigment
     finish { phong 1 }
     scale  1
   } // texture
 rotate<0, 0,0> translate<0,0,0>
} // ----------------------------------------
Cliccare sui immagini per resoluzioni più alte ( Javascript on! )
pigment used as a pattern
Il pigmento 'Pigment_0' usato come pattern.
POV-Ray scene file: pattern_pavement_quadrat_0.pov
pigment used with pattern
Il pigmento 'Pigment_1' usato come pattern.
POV-Ray scene file: pattern_leopard_0.pov
pigment_pattern
Il pigmento usando pigment_pattern.
POV-Ray scene file: pigment_pattern_0.pov

Esempio 2: pigment_pattern - una variazione
#declare Pigment_2 =
pigment{
  pavement
    number_of_sides 4//3tri,4quadrat,6hexagon
    number_of_tiles 1 //  (1 to 5 or 6)
    pattern 1 // from 1~max.relevant value
    //corners: 0=sharp, 1=bevelled, 2=rounded
    exterior 2 // 0, 1 or 2; Not for hexagon.
    interior 0 // 0, 1 or 2
    form 0//  0, 1, 2
    color_map{
     [ 0.00 color rgb<1,1,1>*1 ]
     [ 0.65 color rgb<1,1,1>*0.5 ]
     [ 1.00 color rgb<1,1,1>*0 ]
    } // end color_map
} // end pigment
//------------------------------------
#declare Pigment_3 =
pigment{
  leopard scale 0.075  turbulence 0
    color_map{
     [0.00 color rgb<0,0,0>]
     [0.20 color rgb<0,0,0>]
     [0.20 color rgb<0.7,0,0>]
     [1.00 color rgb<1,1,1>]
    }//end color_map
  rotate<45,0,0>
} // end pigment
//------------------------------------
object{
  Round_Box(<-1,0,-1>,<1,1,0.99>,0.02,0)
  texture{
    pigment{
      pigment_pattern{
        Pigment_2 scale 0.65
        translate<0.15,0,0.10>
      } // pigment_pattern
      pigment_map{
       [ 0.00 color rgb<0.8,0.6,1>   ]
       [ 0.50 Pigment_3 scale 0.08]
       [ 1.00 Pigment_3 scale 0.08]
      } // pigment_map
      scale 1.02
      translate<-0.11,0.02,-0.14>
    } // pigment
    finish { phong 1 }
    scale  1
  } // texture
  rotate<0, 0,0>  translate<0,0,0>
} // -------------------------------

pigment_pattern
Una variazione di pigment_pattern
POV-Ray scene file: pigment_pattern_1.pov
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© Friedrich A. Lohmüller, 2012
www.f-lohmueller.de