dvd_bounce/materials.inc

114 lines
2.0 KiB
PHP

#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
}
}