Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Design of Surfaces by "texture" with POV-Ray -
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Home
- POV-Ray Tutorial

  Design of Surfaces
  - Colors and Textures
    Index

    texture Syntax
    Ready-made Textures
    Do-it-yourself Colors
    Patterns
    - pattern types
      Regular patterns
    - checker, hexagon
    - square, triangular
    - brick
    - object pattern (1)
    - object pattern (2)
    - object pattern (3)
    - tiling
    - pavement
      Stripe Patterns
    - color_map{...}
      Patterns by pigments
    - pigment_pattern (1)
    - pigment_pattern (2)
   > image_pattern
    Patterns Lists
    - Regular Patterns
    - Random Patterns
    - Fractal Patterns
    - Other Patterns
    Warps
    - warp mapping
    uv_mapping
    Mapping
    Superpositions

    Your own Textures
 
                                           
  image_pattern - pattern by images
// Syntax for 'image_pattern':
pigment{ //-----------------------------
 image_pattern{BITMAP_TYPE "bitmap.ext"}
     color_map{ COLOR_MAP_BODY }
     | pigment_map{ PIGMENT_MAP_BODY }
} //------------------------------------
// Syntax for 'texture':
texture{ //-----------------------------
 image_pattern{BITMAP_TYPE "bitmap.ext"}
     texture_map{ TEXTURE_MAP_BODY }
} //------------------------------------
// Syntax for 'normal':
normal{ //------------------------------
 image_pattern{BITMAP_TYPE "bitmap.ext"}
      [Bump_Size]
       normal_map { NORMAL_MAP_BODY }
} //------------------------------------

  This pattern gets the 3D gray values
from any image as a pattern for
color_map, pigment_map,
textur_map or normal_map.
  The gray values of the image are
interpreted as declared by the according map.
Values between items in the map are averaged.




Note: For the use of these patterns
in normal statements, we can use
an additional value for Bump_Size !

Example 1: 'image_pattern'
// -----------------------------------
#declare Texture_1  =
texture{
  image_pattern{
    jpeg "Pattern2D_01.jpg"
    interpolate 2
    once
  } //
  texture_map{
  [0.0 pigment{color rgbf<1,1,1,1>}]
  [0.7 pigment{color rgbf<1,0.6,0.1>}]
  [1.0 pigment{color rgb<1,0.1,0.3>}]
  } // end texture_map
}// end texture
// -----------------------------------
// -----------------------------------
box{ <0,0,0>,<1,1,0.00001>
     texture{ Texture_1 }
     scale <1,1,1>
     translate<0,0,0>
   } // ------------------------------
// -----------------------------------

Example image_pattern
The image used here as image_pattern:
Pattern2D_01.jpg (512x512 pixels)
image_pattern
POV-Ray scene file: Image_pattern_01.pov,
needs the above image: Pattern2D_01.jpg ! *)

Example 2: 'image_pattern'
// -----------------------------------
#declare Texture_1  =
texture{
  image_pattern{
    jpeg "Spherical_01.jpg"
    interpolate 2
    // once
  } //
  texture_map{
  [0.0 pigment{color rgbf<1,1,1,0.8>}]
  [0.7 pigment{color rgb<0.5,0,0.1>}]
  [1.0 pigment{color rgb<0.5,0,0.1>}]
  } // end texture_map
}// end texture
// -----------------------------------
// -----------------------------------
box{ <0,0,0>,<1,1,0.00001>
     texture{ Texture_1 }
     scale <1,1,1>
     translate<0,0,0>
   } // ------------------------------
// -----------------------------------

Example image_pattern
The image used here as image_pattern:
Spherical_01.jpg (512x512 pixels)
image_pattern
POV-Ray scene file: Image_pattern_02.pov,
needs the above image: Spherical_01.jpg ! *)

*) Note: Save the according image files in the same
  subdirectory like the scene files or
  in any other subdirctory in your include file paths.
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© Friedrich A. Lohmüller, 2013
www.f-lohmueller.de