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POV-Ray has some very sophisticated textures pre-defined in the standard
include files glass.inc
, metals.inc
, stones.inc
and woods.inc
. Some are entire textures with pigment, normal and/or finish
parameters already defined. Some are just pigments or just finishes.
We change the definition of our sphere to the following and then re-render it:
sphere { <0, 1, 2>, 2 texture { pigment { DMFWood4 // pre-defined in textures.inc scale 4 // scale by the same amount in all // directions } finish { Shiny } // pre-defined in finish.inc } }
The pigment identifier DMFWood4
has already been scaled down
quite small when it was defined. For this example we want to scale the
pattern larger. Because we want to scale it uniformly we can put a single
value after the scale keyword rather than a vector of x, y, z scale
factors.
We look through the file textures.inc
to see what pigments and
finishes are defined and try them out. We just insert the name of the new
pigment where DMFWood4
is now or try a different finish in place
of Shiny
and re-render our file.
Here is an example of using a complete texture identifier rather than just the pieces.
sphere { <0, 1, 2>, 2 texture { PinkAlabaster } }
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