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The color or pattern of colors for an object is defined by a
pigment
statement. All plain textures must have a pigment. If you do
not specify one the default pigment is used. The color you define is the way
you want the object to look if fully illuminated. You pick the basic color
inherent in the object and POV-Ray brightens or darkens it depending on the
lighting in the scene. The parameter is called pigment
because
we are defining the basic color the object actually is rather than how it
looks.
The syntax for pigment is:
PIGMENT: pigment { [PIGMENT_IDENTIFIER] [PIGMENT_TYPE] [PIGMENT_MODIFIER...] } PIGMENT_TYPE: PATTERN_TYPE | COLOR | image_map { BITMAP_TYPE "bitmap.ext" [IMAGE_MAP_MODS...] } PIGMENT_MODIFIER: PATTERN_MODIFIER | COLOR_LIST | PIGMENT_LIST | color_map { COLOR_MAP_BODY } | colour_map { COLOR_MAP_BODY } | pigment_map { PIGMENT_MAP_BODY } | quick_color COLOR | quick_colour COLOR
Each of the items in a pigment are optional but if they are present, they
must be in the order shown. Any items after the PIGMENT_IDENTIFIER
modify or override settings given in the identifier. If no identifier is
specified then the items modify the pigment values in the current default
texture. The PIGMENT_TYPE fall into roughly four categories. Each
category is discussed the sub-sections which follow. The four categories are
solid color and image map patterns which are specific to pigment
statements or color list patterns, color mapped patterns which use
POV-Ray's wide selection of general patterns. See "Patterns"
for details about specific patterns.
The pattern type is optionally followed by one or more pigment modifiers. In
addition to general pattern modifiers such as transformations, turbulence,
and warp modifiers, pigments may also have a COLOR_LIST,
PIGMENT_LIST, color_map
, pigment_map
, and
quick_color
which are specific to pigments. See "Pattern Modifiers"
for information on general modifiers. The pigment-specific
modifiers are described in sub-sections which follow. Pigment modifiers of
any kind apply only to the pigment and not to other parts of the texture.
Modifiers must be specified last.
A pigment statement is part of a texture
specification.
However it can be tedious to use a texture
statement just to
add a color to an object. Therefore you may attach a pigment directly to an
object without explicitly specifying that it as part of a texture. For
example instead of this:
object { My_Object texture {pigment { color Red } } }
you may shorten it to:
object { My_Object pigment {color Red } }
Doing so creates an entire texture
structure with default normal
and finish
statements
just as if you had explicitly typed the full texture {...}
around it.
Pigment identifiers may be declared to make scene files more readable and to parameterize scenes so that changing a single declaration changes many values. An identifier is declared as follows.
PIGMENT_DECLARATION: #declare IDENTIFIER = PIGMENT | #local IDENTIFIER = PIGMENT
Where IDENTIFIER is the name of the identifier up to 40
characters long and PIGMENT is any valid pigment
statement. See "#declare vs. #local" for information on identifier
scope.
The simplest type of pigment is a solid color. To specify a solid color
you simply put a color specification inside a pigment
statement.
For example:
pigment { color Orange }
A color specification consists of the optional keyword color
followed by a color identifier or by a specification of the amount of red,
green, blue, filtered and unfiltered transparency in the surface. See section
"Specifying Colors" for more details about colors. Any pattern
modifiers used with a solid color are ignored because there is no pattern to
modify.
There are four color list patterns: checker
,
hexagon
, brick
and object
. The result is a pattern of solid
colors with distinct edges rather than a blending of colors as with color
mapped patterns. Each of these patterns is covered in more detail in a later
section. The syntax is:
COLOR_LIST_PIGMENT: pigment {brick [COLOR_1, [COLOR_2]] [PIGMENT_MODIFIERS...] }| pigment {checker [COLOR_1, [COLOR_2]] [PIGMENT_MODIFIERS...]}| pigment { hexagon [COLOR_1, [COLOR_2, [COLOR_3]]] [PIGMENT_MODIFIERS...] }| pigment {object OBJECT_IDENTIFIER | OBJECT {} [COLOR_1, COLOR_2]}
Each COLOR_n is any valid color specification. There should be a
comma between each color or the color
keyword should be used as
a separator so that POV-Ray can determine where each color specification
starts and ends. The brick
and checker
pattern
expects two colors and hexagon
expects three. If an insufficient
number of colors is specified then default colors are used.
Most of the color patterns do not use abrupt color changes of just two or
three colors like those in the brick, checker or hexagon patterns. They
instead use smooth transitions of many colors that gradually change from one
point to the next. The colors are defined in a pigment modifier called a
color_map
that describes how the pattern blends from one color
to the next.
Each of the various pattern types available is in fact a mathematical function that takes any x, y, z location and turns it into a number between 0.0 and 1.0 inclusive. That number is used to specify what mix of colors to use from the color map.
The syntax for color_map
is as follows:
COLOR_MAP: color_map { COLOR_MAP_BODY } | colour_map { COLOR_MAP_BODY } COLOR_MAP_BODY: COLOR_MAP_IDENTIFIER | COLOR_MAP_ENTRY... COLOR_MAP_ENTRY: [ Value COLOR ] | [ Value_1, Value_2 color COLOR_1 color COLOR_2 ]
Where each Value_n
is a float values between 0.0 and
1.0 inclusive and each COLOR_n, is color specifications.
Note: the []
brackets are part of the actual
COLOR_MAP_ENTRY. They are not notational symbols denoting optional
parts. The brackets surround each entry in the color map.
There may be from 2
to 256 entries in the map. The alternate spelling colour_map
may
be used.
Here is an example:
sphere { <0,1,2>, 2 pigment { gradient x //this is the PATTERN_TYPE color_map { [0.1 color Red] [0.3 color Yellow] [0.6 color Blue] [0.6 color Green] [0.8 color Cyan] } } }
The pattern function gradient x
is evaluated and the result
is a value from 0.0 to 1.0. If the value is less than the first entry (in
this case 0.1) then the first color (red) is used. Values from 0.1 to 0.3 use
a blend of red and yellow using linear interpolation of the two colors.
Similarly values from 0.3 to 0.6 blend from yellow to blue.
The 3rd and 4th entries both have values of 0.6. This causes an immediate abrupt shift of color from blue to green. Specifically a value that is less than 0.6 will be blue but exactly equal to 0.6 will be green. Moving along, values from 0.6 to 0.8 will be a blend of green and cyan. Finally any value greater than or equal to 0.8 will be cyan.
If you want areas of unchanging color you simply specify the same color for two adjacent entries. For example:
color_map { [0.1 color Red] [0.3 color Yellow] [0.6 color Yellow] [0.8 color Green] }
In this case any value from 0.3 to 0.6 will be pure yellow.
The first syntax version of COLOR_MAP_ENTRY with one float and one color is the current standard. The other double entry version is obsolete and should be avoided. The previous example would look as follows using the old syntax.
color_map { [0.0 0.1 color Red color Red] [0.1 0.3 color Red color Yellow] [0.3 0.6 color Yellow color Yellow] [0.6.0.8 color Yellow color Green] [0.8 1.0 color Green color Green] }
You may use color_map
with any patterns except
brick
, checker
, hexagon
, object
and
image_map
. You may declare and use color_map
identifiers.
For example:
#declare Rainbow_Colors= color_map { [0.0 color Magenta] [0.33 color Yellow] [0.67 color Cyan] [1.0 color Magenta] } object { My_Object pigment { gradient x color_map { Rainbow_Colors } } }
In addition to specifying blended colors with a color map you may create a
blend of pigments using a pigment_map
. The syntax for a pigment
map is identical to a color map except you specify a pigment in each map
entry (and not a color).
The syntax for pigment_map
is as follows:
PIGMENT_MAP: pigment_map { PIGMENT_MAP_BODY } PIGMENT_MAP_BODY: PIGMENT_MAP_IDENTIFIER | PIGMENT_MAP_ENTRY... PIGMENT_MAP_ENTRY: [ Value PIGMENT_BODY ]
Where Value
is a float value between 0.0 and 1.0
inclusive and each PIGMENT_BODY is anything which can be inside a
pigment{...}
statement. The pigment
keyword and
{}
braces need not be specified.
Note: that the []
brackets are part of the actual
PIGMENT_MAP_ENTRY. They are not notational symbols denoting optional
parts. The brackets surround each entry in the pigment map.
There may be from 2 to 256 entries in the map.
For example
sphere { <0,1,2>, 2 pigment { gradient x //this is the PATTERN_TYPE pigment_map { [0.3 wood scale 0.2] [0.3 Jade] //this is a pigment identifier [0.6 Jade] [0.9 marble turbulence 1] } } }
When the gradient x
function returns values from 0.0 to 0.3
the scaled wood pigment is used. From 0.3 to 0.6 the pigment identifier Jade
is used. From 0.6 up to 0.9 a blend of Jade and a turbulent marble is used.
From 0.9 on up only the turbulent marble is used.
Pigment maps may be nested to any level of complexity you desire. The
pigments in a map may have color maps or pigment maps or any type of pigment
you want. Any entry of a pigment map may be a solid color however if all
entries are solid colors you should use a color_map
which will
render slightly faster.
Entire pigments may also be used with the block patterns such as
checker
, hexagon
and brick
. For
example...
pigment { checker pigment { Jade scale .8 } pigment { White_Marble scale .5 } }
Note: that in the case of block patterns the pigment
wrapping
is required around the pigment information.
A pigment map is also used with the average
pigment type. See
"Average" for details.
You may not use pigment_map
or individual pigments with an
image_map
. See section "Texture Maps" for an
alternative way to do this.
You may declare and use pigment map identifiers but the only way to declare a pigment block pattern list is to declare a pigment identifier for the entire pigment.
When all else fails and none of the above pigment pattern types meets your
needs you can use an image_map
to wrap a 2-D bit-mapped image
around your 3-D objects.
The syntax for an image_map
is:
IMAGE_MAP: pigment { image_map { [BITMAP_TYPE] "bitmap[.ext]" [IMAGE_MAP_MODS...] } [PIGMENT_MODFIERS...] } BITMAP_TYPE: gif | tga | iff | ppm | pgm | png | jpeg | tiff | sys IMAGE_MAP_MOD: map_type Type | once | interpolate Type | filter Palette, Amount | filter all Amount | transmit Palette, Amount | transmit all Amount
After the optional BITMAP_TYPE keyword is a string expression
containing the name of a bitmapped image file of the specified type. If the
BITMAP_TYPE is not given, the same type is expected
as the type set for output.
Example:
plane { -z,0 pigment { image_map {png "Eggs.png"} } } plane { -z,0 pigment { image_map {"Eggs"} } }The second method will look for, and use "Eggs.png" if the output file type is set to be
png
(Output_File_Type=N in INI-file or +FN on command line). It is
particulary usefull when the image used in the image_map
is also rendered
with POV-Ray.
Several optional modifiers may follow the file specification. The modifiers are described below.
Note: earlier versions of POV-Ray allowed some modifiers before the BITMAP_TYPE but that syntax is being phased out in favor of the syntax described here.
Note: sys
format is a
system-specific format such as BMP for Windows or Pict for Macintosh.
Filenames specified in the image_map
statements will be searched
for in the home (current) directory first and, if not found, will then be
searched for in directories specified by any +L
or
Library_Path
options active. This would facilitate keeping all your
image maps files in a separate subdirectory and giving a
Library_Path
option to specify where your library of image maps are.
See "Library Paths" for details.
By default, the image is mapped onto the x-y-plane. The image is projected onto the object as though there were a slide projector somewhere in the -z-direction. The image exactly fills the square area from (x,y) coordinates (0,0) to (1,1) regardless of the image's original size in pixels. If you would like to change this default you may translate, rotate or scale the pigment or texture to map it onto the object's surface as desired.
In the section "Checker", the checker
pigment pattern
is explained. The checks are described as solid cubes of colored clay from
which objects are carved. With image maps you should imagine that each pixel
is a long, thin, square, colored rod that extends parallel to the z-axis. The
image is made from rows and columns of these rods bundled together and the
object is then carved from the bundle.
If you would like to change this default orientation you may translate, rotate or scale the pigment or texture to map it onto the object's surface as desired.
The file name is optionally followed by one or more
BITMAP_MODIFIERS. The filter
, filter all
,
transmit
, and transmit all
modifiers are specific
to image maps and are discussed in the following sections. An
image_map
may also use generic bitmap modifiers map_type
,
once
and interpolate
described in "Bitmap
Modifiers"
To make all or part of an image map transparent you can specify
filter
and/or transmit
values for the color
palette/registers of PNG, GIF or IFF pictures (at least for the modes that
use palettes). You can do this by adding the keyword filter
or
transmit
following the filename. The keyword is followed by two
numbers. The first number is the palette number value and the second is the
amount of transparency. The values should be separated by a comma. For
example:
image_map { gif "mypic.gif" filter 0, 0.5 // Make color 0 50% filtered transparent filter 5, 1.0 // Make color 5 100% filtered transparent transmit 8, 0.3 // Make color 8 30% non-filtered transparent }
You can give the entire image a filter
or
transmit
value using filter all
Amount
or transmit all
Amount
. For example:
image_map { gif "stnglass.gif" filter all 0.9 }
Note: early versions of POV-Ray used the keyword alpha
to
specify filtered transparency however that word is often used to describe
non-filtered transparency. For this reason alpha
is no longer
used.
See section "Specifying Colors" for details on the differences between filtered and non-filtered transparency.
Another way to specify non-filtered transmit transparency in an image map is by using the alpha channel. POV-Ray will automatically use the alpha channel for transmittance when one is stored in the image. PNG file format allows you to store a different transparency for each color index in the PNG file, if desired. If your paint programs support this feature of PNG you can do the transparency editing within your paint program rather than specifying transmit values for each color in the POV file. Since PNG and TGA image formats can also store full alpha channel (transparency) information you can generate image maps that have transparency which isn't dependent on the color of a pixel but rather its location in the image.
Although POV uses transmit 0.0
to specify no transparency and
1.0
to specify full transparency, the alpha data ranges from 0
to 255 in the opposite direction. Alpha data 0 means the same as
transmit 1.0
and alpha data 255 produces transmit
0.0
.
When developing POV-Ray scenes it's often useful to do low quality test
runs that render faster. The +Q
command line switch or
Quality
INI option can be used to turn off some time consuming color
pattern and lighting calculations to speed things up. See "Quality Settings"
for details. However all settings of +Q5
or
Quality=5
or lower turns off pigment calculations and creates
gray objects.
By adding a quick_color
to a pigment you tell POV-Ray what
solid color to use for quick renders instead of a patterned pigment. For
example:
pigment { gradient x color_map{ [0.0 color Yellow] [0.3 color Cyan] [0.6 color Magenta] [1.0 color Cyan] } turbulence 0.5 lambda 1.5 omega 0.75 octaves 8 quick_color Neon_Pink }
This tells POV-Ray to use solid Neon_Pink
for test runs at
quality +Q5
or lower but to use the turbulent gradient pattern
for rendering at +Q6
and higher. Solid color pigments
such as
pigment {color Magenta}
automatically set the quick_color
to that value. You may
override this if you want. Suppose you have 10 spheres on the screen and all
are yellow. If you want to identify them individually you could give each a
different quick_color
like this:
sphere { <1,2,3>,4 pigment { color Yellow quick_color Red } } sphere { <-1,-2,-3>,4 pigment { color Yellow quick_color Blue } }
and so on. At +Q6
or higher they will all be yellow but at
+Q5
or lower each would be different colors so you could
identify them.
The alternate spelling quick_colour
is also supported.
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