#include "finish.inc" #include "transforms.inc" #include "colors.inc" #include "textures.inc" #include "metals.inc" // ******************** // *** CIE+lightsys *** // ******************** #include "CIE.inc" #declare ColSys=sRGB_ColSys; CIE_ColorSystemWhitepoint(ColSys,Blackbody2Whitepoint(4000)) #include "rspd_jvp.inc" // material samples #include "lightsys.inc" #include "lightsys_constants.inc" #include "lightsys_colors.inc" #declare Lightsys_Brightness=6; #declare p_micro2= pigment{ crackle turbulence 1 color_map{ [0.00 White*.7] [0.01 White*.7] [0.02 White] [1.00 White] } scale 5 } #declare p_micro1= pigment{ cells turbulence .5 color_map{ [0.0 White*.9] [1.0 White] } scale .01 } // + average all the normals #declare p_brushed_new= pigment{ average turbulence 0 pigment_map{ [0.0 p_micro1] [0.1 p_micro1 rotate 45*x] [0.2 p_micro1 rotate -45*x] [0.3 p_micro2] [0.4 p_micro1 rotate 45*y] [0.5 p_micro1 rotate -45*y] [0.6 p_micro1 rotate 90*z] [0.7 p_micro2 rotate 45] [0.8 p_micro1 rotate 45*z] [0.9 p_micro1 rotate 90*y] [1.0 p_micro1 rotate -45*z] } scale .1 } #declare n_brushed_new = normal{ pigment_pattern{ p_brushed_new } .4 } #declare iron_metal = texture{ pigment{ // rgb ReflectiveSpectrum(RS_BoltMetal2) // rgb ReflectiveSpectrum(RS_Nickel1) // rgb ReflectiveSpectrum(RS_NickelBrass1) rgb ReflectiveSpectrum(RS_NordicGold1) // rgb ReflectiveSpectrum(RS_Iron) // rgb ReflectiveSpectrum(RS_StainlessSteel1) } finish{ Metal } normal{ n_brushed_new .5 } } #declare gray_plastic = texture{ pigment { Gray35 } finish { ambient .1 diffuse .6 phong .75 phong_size 25 } } #declare white_plastic = texture{ pigment { Gray95 } finish { ambient .1 diffuse .6 phong .75 phong_size 25 } } #declare yellow_plastic = texture{ pigment { BrightGold } finish { ambient .1 diffuse .6 phong .75 phong_size 25 } }