// Persistence of Vision data file created with GUM 0.91 #declare Tan = color red 0.858824 green 0.576471 blue 0.439216 #declare Gray20 = color red 0.20 green 0.20 blue 0.20 #declare Brown = color red 0.647059 green 0.164706 blue 0.164706 #declare Blue = color blue 1.0 #declare White = color red 1.0 green 1.0 blue 1.0 #declare DustyRose = color red 0.52 green 0.39 blue 0.39 #declare DarkSlateGray = color red 0.184314 green 0.309804 blue 0.309804 #declare Brass = color red 0.71 green 0.65 blue 0.26 #declare Reflective = finish {metallic ambient 0.2 diffuse 0.7 brilliance 6 reflection 0.25 phong 0.75 phong_size 80 } #declare reflective_brown = texture { finish { Reflective } pigment { color Brown } } #declare reflective_tan = texture { finish { Reflective } pigment { color Tan } } #declare DMFWood4 = pigment {wood turbulence 0.04 octaves 3 scale <0.05, .05, 1> color_map {[0.00, 0.10 color red 0.888 green 0.600 blue 0.3 color red 0.888 green 0.600 blue 0.3] [0.10, 0.90 color red 0.888 green 0.600 blue 0.3 color red 0.6 green 0.4 blue 0.2] [0.90, 1.0 color red 0.6 green 0.4 blue 0.2 color red 0.6 green 0.4 blue 0.2] } } #declare Tom_Wood = pigment {wood turbulence 0.31 color_map {[0.0, 0.8 color red 0.7 green 0.3 color red 0.7 green 0.3] [0.8, 1.01 color red 0.5 green 0.2 color red 0.4 green 0.1] } } // The scaling in these definitions is relative to a unit-sized object // (radius 1). Note that woods are functionally equivilent to a log lying // along the z axis. For best results, think like a woodcutter trying to // extract the nicest board out of that log. A little tilt along the x axis // will give elliptical rings of grain like you'd expect to find on most // boards. Experiment. // (The first five came from DODEC2.POV in the POV Scenefile Library.) #declare EMBWood1 = texture { /* Bottom wood-grain layer */ pigment { wood turbulence 0.05 colour_map { [0.00 0.34 color red 0.58 green 0.45 blue 0.23 color red 0.65 green 0.45 blue 0.25] [0.34 0.40 color red 0.65 green 0.45 blue 0.25 color red 0.33 green 0.23 blue 0.13] [0.40 0.47 color red 0.33 green 0.23 blue 0.13 color red 0.60 green 0.40 blue 0.20] [0.47 1.00 color red 0.60 green 0.40 blue 0.20 color red 0.25 green 0.15 blue 0.05] } } finish { crand 0.02 ambient 0.32 diffuse 0.63 phong 0.2 phong_size 10 } normal { bumps 0.05 } } texture { /* top layer, adds small dark spots */ pigment { bozo color_map { [0.00 0.80 color red 1.00 green 1.00 blue 1.00 filter 1.00 color red 1.00 green 0.90 blue 0.80 filter 0.80] [0.80 1.00 color red 1.00 green 0.90 blue 0.80 filter 0.80 color red 0.30 green 0.20 blue 0.10 filter 0.40] } scale 0.25 } } // Doug Otwell woods // Yellow pine, close grained // #declare Blue_Sky2 = pigment{ agate color_map { [ 0, .3 color Blue color Blue ] [.3, 1 color Blue color White ] } scale .75 } // Small puffs of white clouds #declare Dark_Wood = pigment {wood turbulence 0.2 color_map {[0.0, 0.8 color red 0.42857 green 0.23810 blue 0.04762 color red 0.42857 green 0.23810 blue 0.04762] [0.8, 1.01 color red 0.4 green 0.333 blue 0.066 color red 0.2 green 0.033 blue 0.033] } } // Light tan wood with brown rings. #declare Blood_Sky = pigment {bozo turbulence 0.5 color_map {[0.0, 0.5 color red 0.9 green 0.7 color red 0.3 green 0.2] [0.5, 0.6 color red 0.6 green 0.025 color red 0.9 green 0.7] [0.6, 1.01 color red 0.6 green 0.025 color red 0.6 green 0.025] } } // Black sky with red and purple clouds // Try adding turbulence values from 0.1 - 5.0 -- CdW #declare White_Wood = pigment {wood turbulence 0.6 color_map {[0.0, 0.8 color red 0.93 green 0.71 blue 0.532 color red 0.98 green 0.81 blue 0.6] [0.8, 1.01 color red 0.6 green 0.333 blue 0.266 color red 0.7 green 0.6 blue 0.23] } } // Brown wood - looks stained. #declare White_Marble = pigment {marble turbulence 1 color_map {[0.0, 0.8 color red 0.9 green 0.9 blue 0.9 color red 0.5 green 0.5 blue 0.5] [0.8, 1.01 color red 0.5 green 0.5 blue 0.5 color red 0.2 green 0.2 blue 0.2] } } // Light blue and black marble with a thin red vein // Try changing LBlue and Vein below to modify the marble. #declare DMFWood2 = pigment {wood turbulence 0.03 octaves 4 scale <0.05, .05, 1> color_map {[0.00, 0.10 color red 0.52 green 0.37 blue 0.26 color red 0.52 green 0.37 blue 0.26] [0.10, 0.90 color red 0.52 green 0.37 blue 0.26 color red 0.42 green 0.26 blue 0.15] [0.90, 1.0 color red 0.42 green 0.26 blue 0.15 color red 0.42 green 0.26 blue 0.15] } } #declare DMFWood1 = pigment {wood turbulence 0.04 octaves 3 scale <0.05, .05, 1> color_map {[0.00, 0.10 color red 0.60 green 0.30 blue 0.18 color red 0.60 green 0.30 blue 0.18] [0.10, 0.90 color red 0.60 green 0.30 blue 0.18 color red 0.30 green 0.15 blue 0.09] [0.90, 1.0 color red 0.30 green 0.15 blue 0.09 color red 0.30 green 0.15 blue 0.09] } } #declare Yellow_Pine = texture { pigment { wood turbulence 0.02 color_map { [0.000, 0.222 color red 0.808 green 0.671 blue 0.251 filter 0.000 color red 0.808 green 0.671 blue 0.251 filter 0.000] [0.222, 0.342 color red 0.808 green 0.671 blue 0.251 filter 0.000 color red 0.600 green 0.349 blue 0.043 filter 0.000] [0.342, 0.393 color red 0.600 green 0.349 blue 0.043 filter 0.000 color red 0.808 green 0.671 blue 0.251 filter 0.000] [0.393, 0.709 color red 0.808 green 0.671 blue 0.251 filter 0.000 color red 0.808 green 0.671 blue 0.251 filter 0.000] [0.709, 0.821 color red 0.808 green 0.671 blue 0.251 filter 0.000 color red 0.533 green 0.298 blue 0.027 filter 0.000] [0.821, 1 color red 0.533 green 0.298 blue 0.027 filter 0.000 color red 0.808 green 0.671 blue 0.251 filter 0.000] } scale 0.1 translate <10, 0, 0> } } // Yellow_Pine layer 2 texture { pigment { wood turbulence 0.01 color_map { [0.000, 0.120 color red 1.000 green 1.000 blue 1.000 filter 1.000 color red 0.702 green 0.412 blue 0.118 filter 0.608] [0.120, 0.231 color red 0.702 green 0.412 blue 0.118 filter 0.608 color red 0.702 green 0.467 blue 0.118 filter 0.608] [0.231, 0.496 color red 0.702 green 0.467 blue 0.118 filter 0.608 color red 1.000 green 1.000 blue 1.000 filter 1.000] [0.496, 0.701 color red 1.000 green 1.000 blue 1.000 filter 1.000 color red 1.000 green 1.000 blue 1.000 filter 1.000] [0.701, 0.829 color red 1.000 green 1.000 blue 1.000 filter 1.000 color red 0.702 green 0.467 blue 0.118 filter 0.608] [0.829, 1 color red 0.702 green 0.467 blue 0.118 filter 0.608 color red 1.000 green 1.000 blue 1.000 filter 1.000] } scale 0.5 translate <10, 0, 0> } } // // Rosewood // #declare Polished_Chrome = texture { pigment { Gray20 } finish { ambient 0.1 diffuse 0.7 brilliance 6.0 reflection 0.6 phong 0.8 phong_size 120 } } #declare EMBWood1 = texture { /* Bottom wood-grain layer */ pigment { wood turbulence 0.05 colour_map { [0.00 0.34 color red 0.58 green 0.45 blue 0.23 color red 0.65 green 0.45 blue 0.25] [0.34 0.40 color red 0.65 green 0.45 blue 0.25 color red 0.33 green 0.23 blue 0.13] [0.40 0.47 color red 0.33 green 0.23 blue 0.13 color red 0.60 green 0.40 blue 0.20] [0.47 1.00 color red 0.60 green 0.40 blue 0.20 color red 0.25 green 0.15 blue 0.05] } } finish { crand 0.02 ambient 0.32 diffuse 0.63 phong 0.2 phong_size 10 } normal { bumps 0.05 } } texture { /* top layer, adds small dark spots */ pigment { bozo color_map { [0.00 0.80 color red 1.00 green 1.00 blue 1.00 filter 1.00 color red 1.00 green 0.90 blue 0.80 filter 0.80] [0.80 1.00 color red 1.00 green 0.90 blue 0.80 filter 0.80 color red 0.30 green 0.20 blue 0.10 filter 0.40] } scale 0.25 } } // Doug Otwell woods // Yellow pine, close grained // #declare White_Wood = pigment {wood turbulence 0.6 color_map {[0.0, 0.8 color red 0.93 green 0.71 blue 0.532 color red 0.98 green 0.81 blue 0.6] [0.8, 1.01 color red 0.6 green 0.333 blue 0.266 color red 0.7 green 0.6 blue 0.23] } } // Brown wood - looks stained. #declare Metal = finish {metallic ambient 0.2 diffuse 0.7 brilliance 6 reflection 0.25 phong 0.75 phong_size 80 } //***************************************************************************** // METAL TEXTURES //***************************************************************************** // Good looking "metal" textures // IMPORTANT: They REQUIRE that colors.inc be included BEFORE textures.inc! #declare Brass_Texture = texture {pigment{color Brass }finish{Metal}} #declare DMFLightOak = pigment {wood turbulence 0.05 // For best results, keep this low! scale <0.2, 0.2, 1> // Scaled for a unit object color_map {[0.00, 0.10 color red 0.42 green 0.26 blue 0.15 color red 0.42 green 0.26 blue 0.15] [0.10, 0.90 color red 0.42 green 0.26 blue 0.15 color red 0.52 green 0.37 blue 0.26] [0.90, 1.01 color red 0.52 green 0.37 blue 0.26 color red 0.52 green 0.37 blue 0.26] } } // Looks like old desk oak if used correctly. #declare PinkAlabaster = // Underlying surface is very subtly mottled with bozo texture {pigment {bozo turbulence 0.25 color_map {[0, 1 color red 0.9 green 0.75 blue 0.75 color red 0.6 green 0.6 blue 0.6 ] } scale 0.4 } finish{ambient 0.25} } // Second layer texture has some filter values, yet a fair amount of color // Viening is kept quite thin in color map and by the largish scale. texture {pigment {granite color_map {[0, 0.9 color DustyRose filter 1 color DustyRose filter 0.5] [0.9, 1 color DarkSlateGray color DarkSlateGray] } scale 2 // Twice as large as unit shape } // I know this seem contradictory, but it seems to work! finish {specular 1 roughness 0.0001 phong 0.25 phong_size 75 brilliance 4 } } //***************************************************************************** // SKY PIGMENTS //***************************************************************************** // Basic Blue Sky w/ clouds. #max_trace_level 8 #max_intersections 100 background { color rgb <0.8, 0.8, 0.8> } // Object type: Camera // Name: Wide camera { right < 1, 0, 0 > up < 0, 1, 0 > direction < 0, 0, 0.5 > location < 0, 0, 0 > scale < 124.55, 93.418, 93.418 > rotate < 89.38, 2.869, -31.696 > translate < -510.7, 346.67, -1054.6 > } // Object type: OmniLight // Name: Omni Light light_source { < -478.36, 327.45, -535.26 > color rgb < 1, 1, 1 > } // Object type: OmniLight // Name: Omni Light light_source { < -3549.2, 320.85, -1051.7 > color rgb < 1, 1, 1 > } // Object type: World // Name: Root object { union { // Object type: Box // Name: NoName object { box { < 0, 0, 0 >, < 1, 1, 1 > } scale < 159.41, 1040, 20 > rotate < -0.032912, -0.40826, 0 > translate < -637.8, -645.27, -1095.3 > texture { DMFWood1 scale < 159.41, 1040, 20 > rotate < -0.032912, -0.40826, 0 > translate < -637.8, -645.27, -1095.3 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -498.24, -2751.7, -1033.1 > texture { Polished_Chrome scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -498.24, -2751.7, -1033.1 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -623.24, -3326.9, -1033.7 > texture { Polished_Chrome scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -623.24, -3326.9, -1033.7 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -523.24, -2751.7, -1033.3 > texture { Polished_Chrome scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -523.24, -2751.7, -1033.3 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -548.24, -2751.7, -1033.5 > texture { Polished_Chrome scale < 3.2464, 3181.5, 3.2726 > rotate < -0.032912, -0.40826, 0 > translate < -548.24, -2751.7, -1033.5 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -598.24, -3326.9, -1033.5 > texture { Polished_Chrome scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -598.24, -3326.9, -1033.5 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -573.24, -3326.9, -1033.3 > texture { Polished_Chrome scale < 1.7062, 3766.6, 1.7199 > rotate < -0.032912, -0.40826, 0 > translate < -573.24, -3326.9, -1033.3 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 264.74, -1080.4 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 264.74, -1080.4 > } } // Object type: Disc // Name: NoName object { disc { < 0, 0, 0 >, < 0, 1, 0 >, 1, 0 } scale < 15, 0.75, 15 > rotate < 89.967, -0.40826, 0 > translate < -560.38, 319.58, -1074.8 > texture { PinkAlabaster scale < 7.5, 0.75, 7.5 > rotate < 89.967, -0.40826, 0 > translate < -560.38, 319.58, -1074.8 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 164.74, -1080.3 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 164.74, -1080.3 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 64.736, -1080.3 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, 64.736, -1080.3 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -35.264, -1080.2 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -35.264, -1080.2 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -135.26, -1080.2 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -135.26, -1080.2 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -235.26, -1080.1 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -235.26, -1080.1 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -335.26, -1080 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -335.26, -1080 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -435.26, -1080 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -435.26, -1080 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -535.26, -1079.9 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -535.26, -1079.9 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -630.26, -1079.9 > texture { EMBWood1 scale < 5, 159.99, 10 > rotate < 0.40832, -0.032104, -90.114 > translate < -637.91, -630.26, -1079.9 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 474.88, 295.01, 474.88 > rotate < 89.904, -0.40826, 0 > translate < -560.86, -1111.6, -1368.2 > texture { DMFWood4 scale < 47.88, 29.01, 47.88 > rotate < 89.904, -0.40826, 0 > translate < -560.86, -1111.6, -1368.2 > } } // Object type: Box // Name: NoName object { box { < 0, 0, 0 >, < 1, 1, 1 > } scale < 160, 20, 45.925 > rotate < -0.032912, -0.40826, 0 > translate < -637.88, -1765.3, -1084.7 > texture { Polished_Chrome scale < 160, 20, 45.925 > rotate < -0.032912, -0.40826, 0 > translate < -637.88, -1765.3, -1084.7 > } } // Object type: Sphere // Name: NoName object { sphere { < 0, 0, 0 >, 1 } scale < 95894, 95894, 95894 > translate < -82.832, -1237.5, 0 > texture { Blue_Sky2 scale < 95894, 95894, 95894 > translate < -82.832, -1237.5, 0 > } } // Object type: Cylinder // Name: NoName object { cylinder { < 0, 0, 0 >, < 0, 1, 0 >, 1 open } scale < 857.47, 295.01, 809.93 > // --- Shear YZ --- (not correct) rotate < -22.5, 0, 0 > scale < 1, 0.999999, 1 > rotate < 22.5001, 0, 0 > // ---------------- rotate < 89.86, -0.40826, 0 > translate < -573.33, -2167.5, -1367.4 > texture { DMFWood4 scale < 47.88, 29.01, 47.88 > rotate < 89.904, -0.40826, 0 > translate < -560.86, -1111.6, -1368.2 > } } } }