Descriptions et exemples pour le POV-Ray raytracer par Friedrich A. Lohmüller
Conception de Surface en »texture« avec POV-Ray -
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Page d'Acceuil
- POV-Ray Tutoriel

  Conception de Surface
  - Coleurs et Textures
     Index

    Syntaxe de texture
    Textures prêtes-à-l'emploi
    Couleurs do-it-yourself
    Motifs - Patterns
    - types de motifs
      Motifs régulaires
    - checker, hexagon
    - brick
      Motifs rayures
    - color_map{...}
    Listes de Motifs
   > Motifs régulaires
    - Motifs par hasard
    - Motifs Fractal
    - Autres motifs
    Warps
    - warp mapping
    Mapping
    Superpositions

    Votre textures
    Insert Menu Add-on
      & téléchargement
 
                                       

Motifs (patterns) pour pigment et normal

Motifs régulaires pour pigment et normal

Note : On peut modifier tous ces motifs par "turbulence ..." ou "warp( turbulence ...)".

Nom

Exemple

checker

pigment{ checker
         color rgb<1,1,1>
         color rgb<0,1,0>
       }                      

hexagon

pigment{ hexagon
         color rgb<0.5,1,0>
         color rgb<1,0.7,0>
         color rgb<0,0.5,0>
         rotate<90,0,0> }
sphere{ <0,0,0>,1
texture{  // un ballon de football simulé
 pigment{ hexagon

          color rgb<1,1,1>*1.0
          color rgb<1,1,1>*0.0
          color rgb<1,1,1>*0.5
          scale <0.115/pi,0.25/pi,0.075>*1.65
          warp { // voyez : "warp mapping"
            spherical
            orientation <0,1,0>
          }// end warp
 scale 0.175  rotate<40,0,0> }
  } // end of texture
 scale 0.25 translate <0,0.25,0>
 } // end of sphere - tournez appropriée !

brick

pigment{ brick
         color rgb<0.8,0.25,0.1> // brick color
         color rgb<0.5,0.5,0.5> // mortar color
         <0.25,0.0525,0.125>// size of brick
         0.01 // width of mortar
       } //---- end of pigment ------

boxed

pigment{ boxed frequency 15 turbulence 0
         color_map{[0.0 color rgb <0,0,0>]
                   [0.7 color rgb <1,0,0>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <1,1,1>}
normal { boxed 0.5 // bump depth
         phase 0.11 frequency 18 }

cylindrical

pigment{ cylindrical frequency 15 turbulence 0
         color_map{[0.0 color rgb <0,0,0>]
                   [0.7 color rgb <1,0,0>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <0.75,0.5,0.3>}
normal { cylindrical 0.5 // bump depth
         phase 0.15 frequency 12 }

cells

pigment{ cells scale 0.35 turbulence 0
         color_map { [0.0 color rgb <1,1,1>]
                     [1.0 color rgb <1,0,0>]
                   } // end of color_map
        } // end of pigment

gradient

pigment{ gradient <0,1,0> scale 0.5
         color_map { [0.0 color rgb <1,1,1>]
                     [0.4 color rgb <1,1,1>]
                     [1.0 color rgb <1,0,0>]
                   } // end of color_map
        } // end of pigment
 
box{ <0,0,0>,<2,1,0.01> //---------------------
     texture{ //  version français
       pigment{ gradient <1,0,0>
                color_map {
                [0.0 color rgb <0,0,1>]
                [1/3 color rgb <0,0,1>]
                [1/3 color rgb <1,1,1>]
                [2/3 color rgb <1,1,1>]
                [2/3 color rgb <1,0,0>]
                [1.0 color rgb <1,0,0>]
                }// end color_map
                scale <2,1,1>
              } // end of pigment
       normal { bumps 0.25 scale <0.2,1,1>}
     } // end of texture ----------------------
     scale 1  rotate<0,0,0> translate<0,0.7,0>
   }  // end of box ---------------------------


version nl: gradient <0,1,0>
version ru: gradient <0,1,0>
                [0.0 color rgb <1,0,0>]
                [1/3 color rgb <1,0,0>]
                [1/3 color rgb <0,0.2,1>]
                [2/3 color rgb <0,0.2,1>]
                [2/3 color rgb <1,1,1>]
                [1.0 color rgb <1,1,1>]
                }// end color_map
              // ....
          // ------------------------

leopard

pigment{ leopard scale 0.075  turbulence 0
         color_map{[0.0 color rgb <0,0,0>]
                   [0.2 color rgb <1,1,1>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map (optionnal)
        } // end of pigment
pigment{ color rgb <1,1,1>}
normal { leopard 15 // bump depth
          scale 0.0515 }

onion

pigment{ onion scale 0.075 turbulence 0
         color_map{[0.0 color rgb <0,0,0>]
                   [0.7 color rgb <1,1,1>*1.2]
                   [1.0 color rgb <1,1,1>*1.2]
                  }//end of color_map
        } // end of pigment

planar

pigment{ planar frequency 15 turbulence 0
         color_map{[0.0 color rgb <0,0,0>]
                   [0.7 color rgb <1,0,0>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <1,1,1>}
normal { planar 0.5 // bump depth
         phase 0.05 frequency 12 }

quilted

pigment{ quilted control0 1 control1 1
         scale 0.25 turbulence 0
         color_map{[0.0 color rgb <1,0,0>]
                   [0.7 color rgb <1,1,0>]
                   [1.0 color rgb <1,1,1>]
                  }//end of color_map (optionnal)
        } // end of pigment
pigment{ color rgb<1.35,0.47,0.55>}
normal { quilted 1 // bump depth
         scale 0.175 }

radial

pigment{ radial frequency 8
         color_map{[0.0 color rgb <1,1,1>]
                   [0.5 color rgb <1,1,1>]
                   [0.5 color rgb <1,0,0>]
                   [1.0 color rgb <1,0,0>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <0.7,1,0>}
normal { pigment_pattern{
         radial sine_wave
         frequency 15 turbulence 0
         color_map {[0, rgb 0.15]
                    [1, rgb 0.50]}
                   } // end of pigment_pattern
       1.5 } // end of normal

spiral1

pigment{ spiral1 10 //number of arms
         color_map{[0.0 color rgb <1,1,1>]
                   [0.5 color rgb <1,1,1>]
                   [0.5 color rgb <1,0,0>]
                   [1.0 color rgb <1,0,0>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <0.7,0.5,1>}
normal { spiral1 10
         bump_size 2.00
       } // end of normal
pigment{ color rgb <1,0.3,0.7>}
normal { spiral1 10
          bump_size 1.00  sine_wave
       } // end of normal

spiral2

pigment{ spiral2 10 //number of arms
         color_map{[0.0 color rgb <1,1,1>]
                   [0.5 color rgb <1,1,1>]
                   [0.5 color rgb <1,0,0>]
                   [1.0 color rgb <1,0,0>]
                  }//end of color_map
        } // end of pigment
pigment{ color rgb <0.35,0.45,1>}
normal { spiral2 10
          bump_size 0.75 sine_wave
       } // end of normal

wood

pigment{ wood scale 0.10 // turbulence 0.05
  /*color_map{ [0.0 color rgb <1,1,1>]
               [1.0 color rgb <0,0,0>]
             }// end of color_map // optional
       */} //---- end of pigment ------
pigment{ color rgb<0.2,0.78,0.35>}
normal{ wood 1.5 scale 0.25 turbulence 0.0
        sine_wave } //---- end of normal 




pigment / normal attributes

Nom

Exemple

frequency
// oscillation freq. of radial, ripples, waves, etc
lambda
// change surface perturbation property
// makes turbulence more "swirly"
turbulence
// Takes a float or vector, see also octaves, //omega, lambda, frequency

octaves
// increases the "folds" in turbulence changes
omega
// change surface perturbation property
// makes turbulence more "krinkly"
phase
// change the phase of ripples, etc.
// Animation note:
// As phase DECREASES,
// ripples move OUTWARD.

frequency 2.0



lambda 1.2
// (1.0...5.0) [2.0]

turbulence <0, 1, 0.5>

// how much to turbulate the texture

//(0...1 or more)
octaves 3

// (1...10) [default is 6]
omega 1.2

// (0.0...2.0) [default is 0.5]

phase 0.5

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© Friedrich A. Lohmüller, 2006
email email: Friedrich.Lohmueller_at_t-online.de
homepage:http://www.f-lohmueller.de