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<h3><a name="s03_07_17">3.7.17 </a>textures.inc</h3>
<p>
This file contains many predefined textures, including wood, glass, and metal textures, and a few texture/pattern
generation macros.
</p>
<h4><a name="s03_07_17_01">3.7.17.1 </a>Stones</h4>
<p>
Stone Pigments:
</p>
<dl>
<dt>
<code>Jade_Map, Jade</code>
<dd>
Drew Wells' superb Jade. Color map works nicely with other textures, too.
<dt>
<code>Red_Marble_Map, Red_Marble</code>
<dd>
Classic white marble with red veins. Over-worked, like checkers.
<dt>
<code>White_Marble_Map, White_Marble</code>
<dd>
White marble with black veins.
<dt>
<code>Blood_Marble_Map, Blood_Marble</code>
<dd>
Light blue and black marble with a thin red vein.
<dt>
<code>Blue_Agate_Map, Blue_Agate</code>
<dd>
A grey blue agate -- kind of purplish.
<dt>
<code>Sapphire_Agate_Map, Sapphire_Agate</code>
<dd>
Deep blue agate -- almost glows.
<dt>
<code>Brown_Agate_Map, Brown_Agate</code>
<dd>
Brown and white agate -- very pretty.
<dt>
<code>Pink_Granite_Map, Pink_Granite</code>
<dd>
Umm, well, pink granite.
</dl>
<p>
Stone textures:
</p>
<dl>
<dt>
<code>PinkAlabaster</code>
<dd>
Gray-pink alabaster or marble. Layers are scaled for a unit object and relative to each other.
<dd>
<p class="Note">
<strong>Note:</strong> This texture has very tiny dark blue specks that are often mistaken for
rendering errors. They are not errors. Just a strange texture design.
<dd>
Underlying surface is very subtly mottled with bozo.
<dd>
Second layer texture has some transmit values, yet a fair amount of color.
<dd>
Veining is kept quite thin in color map and by the largish scale.
</p>
</dl>
<h4><a name="s03_07_17_02">3.7.17.2 </a>Skies</h4>
<p>
Sky pigments:
</p>
<dl>
<dt>
<code>Blue_Sky_Map, Blue_Sky</code>
<dd>
Basic blue sky with clouds.
<dt>
<code>Bright_Blue_Sky</code>
<dd>
Bright blue sky with very white clouds.
<dt>
<code>Blue_Sky2</code>
<dd>
Another sky.
<dt>
<code>Blue_Sky3</code>
<dd>
Small puffs of white clouds.
<dt>
<code>Blood_Sky</code>
<dd>
Red sky with yellow clouds -- very surreal.
<dt>
<code>Apocalypse</code>
<dd>
Black sky with red and purple clouds.
<dd>
Try adding turbulence values from 0.1 - 5.0 -- CdW
<dt>
<code>Clouds</code>
<dd>
White clouds with transparent sky.
<dt>
<code>FBM_Clouds</code>
<dt>
<code>Shadow_Clouds</code>
<dd>
A multilayered cloud texture (a real texture, not a pigment).
</dl>
<h4><a name="s03_07_17_03">3.7.17.3 </a>Woods</h4>
<p>
Wood pigments:
</p>
<p>
Several wooden pigments by Tom Price:
</p>
<dl>
<dt>
<code>Cherry_Wood</code>
<dd>
A light reddish wood.
<dt>
<code>Pine_Wood</code>
<dd>
A light tan wood whiteish rings.
<dt>
<code>Dark_Wood</code>
<dd>
Dark wood with a,ish hue to it.
<dt>
<code>Tan_Wood</code>
<dd>
Light tan wood with brown rings.
<dt>
<code>White_Wood</code>
<dd>
A very pale wood with tan rings -- kind of balsa-ish.
<dt>
<code>Tom_Wood</code>
<dd>
Brown wood - looks stained.
</dl>
<dl>
<dt>
<code>DMFWood1, DMFWood2, DMFWood3, DMFWood4, DMFWood5</code>
<dd>
The scaling in these definitions is relative to a unit-sized object (radius 1).
<p class="Note">
<strong>Note:</strong> woods are functionally equivalent 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 would expect to find on most boards. Experiment.
</p>
</dl>
<p>
Wood textures:
</p>
<dl>
<dt>
<code>DMFWood6</code>
<dd>
This is a three-layer wood texture. Renders rather slowly because of the transparent layers and the two layers of
turbulence, but it looks great. Try other colors of "varnish" for simple variations.
<dt>
<code>DMFLightOak</code>
<dd>
Is this really oak? I dunno. Quite light, maybe more like spruce.
<dt>
<code>DMFDarkOak</code>
<dd>
Looks like old desk oak if used correctly.
<dt>
<code>EMBWood1</code>
<dd>
Wood by Eric Barish
</dl>
<p>
Doug Otwell woods:
</p>
<dl>
<dt>
<code>Yellow_Pine</code>
<dd>
Yellow pine, close grained.
<dt>
<code>Rosewood</code>
<dt>
<code>Sandalwood</code>
<dd>
makes a great burled maple, too
</dl>
<h4><a name="s03_07_17_04">3.7.17.4 </a>Glass</h4>
<p>
<code>Glass_Finish</code> is a generic glass finish, <code>Glass_Interior</code> is a generic glass interior, it
just adds an ior of 1.5.
</p>
<p>
Glass materials:
</p>
<dl>
<dt>
<code>M_Glass</code>
<dd>
Just glass.
<dt>
<code>M_Glass2</code>
<dd>
Probably more of a "Plexiglas" than glass.
<dt>
<code>M_Glass3</code>
<dd>
An excellent lead crystal glass!
<dt>
<code>M_Green_Glass</code>
</dl>
<p>
Glass textures contributed by Norm Bowler, of Richland WA. NBglass_finish is used by these materials.
</p>
<dl>
<dt>
<code>M_NBglass</code>
<dt>
<code>M_NBoldglass</code>
<dt>
<code>M_NBwinebottle</code>
<dt>
<code>M_NBbeerbottle</code>
</dl>
<p>
A few color variations on Norm's glass.
</p>
<dl>
<dt>
<code>M_Ruby_Glass</code>
<dt>
<code>M_Dark_Green_Glass</code>
<dt>
<code>M_Yellow_Glass</code>
<dt>
<code>M_Orange_Glass</code>
<dt>
<code>M_Vicks_Bottle_Glass</code>
</dl>
<h4><a name="s03_07_17_05">3.7.17.5 </a>Metals</h4>
<p>
Metal finishes:
</p>
<dl>
<dt>
<code>Metal</code>
<dd>
Generic metal finish.
<dt>
<code>SilverFinish</code>
<dd>
Basic silver finish
<dt>
<code>Metallic_Finish</code>
</dl>
<p>
Metal textures:
</p>
<dl>
<dt>
<code>Chrome_Metal, Brass_Metal, Bronze_Metal, Gold_Metal, Silver_Metal, Copper_Metal</code>
<dd>
A series of metallic textures using the Metal finish (except for Chrome_Metal, which has a custom finish). There
are identical textures ending in _Texture instead of _Metal, but use of those names is discouraged.
<dt>
<code>Polished_Chrome</code>
<dd>
A highly reflective Chrome texture.
<dt>
<code>Polished_Brass</code>
<dd>
A highly reflective brass texture.
<dt>
<code>New_Brass</code>
<dd>
Beautiful military brass texture!
<dt>
<code>Spun_Brass</code>
<dd>
Spun Brass texture for cymbals & such
<dt>
<code>Brushed_Aluminum</code>
<dd>
Brushed aluminum (brushed along X axis)
<dt>
<code>Silver1</code>
<dt>
<code>Silver2</code>
<dt>
<code>Silver3</code>
<dt>
<code>Brass_Valley</code>
<dd>
Sort of a "Black Hills Gold", black, white, and orange specks or splotches.
<dt>
<code>Rust</code>
<dt>
<code>Rusty_Iron</code>
<dt>
<code>Soft_Silver</code>
<dt>
<code>New_Penny</code>
<dt>
<code>Tinny_Brass</code>
<dt>
<code>Gold_Nugget</code>
<dt>
<code>Aluminum</code>
<dt>
<code>Bright_Bronze</code>
</dl>
<h4><a name="s03_07_17_06">3.7.17.6 </a>Special textures</h4>
<dl>
<dt>
<code>Candy_Cane</code>
<dd>
Red & white stripes - Looks best on a y axis Cylinder.
<dd>
It "spirals" because it's gradient on two axis.
<dt>
<code>Peel</code>
<dd>
Orange and Clear stripes spiral around the texture to make an object look like it was "Peeled". Now,
you too can be M.C. Escher!
<dt>
<code>Y_Gradient</code>
<dt>
<code>X_Gradient</code>
<dt>
<code>M_Water</code>
<dd>
Wavy water material. Requires a sub-plane, and may require scaling to fit your scene.
<dd>
WARNING: Water texture has been changed to M_Water material, see explanation in the "glass" section of
this file.
<dt>
<code>Cork</code>
<dt>
<code>Lightning_CMap1, Lightning1, and Lightning_CMap2, Lightning2</code>
<dd>
These are just lightning textures, they look like arcing electricity...earlier versions misspelled them as
"Lightening".
<dt>
<code>Starfield</code>
<dd>
A starfield texture by Jeff Burton
</dl>
<h4><a name="s03_07_17_07">3.7.17.7 </a>Texture and pattern macros</h4>
<a name="s03_07_17_07_i1"><a name="Irregular_Bricks_Ptrn"></a>
<p>
<code>Irregular_Bricks_Ptrn (Mortar Thickness, X-scaling, Variation, Roundness)</code>. This function pattern
creates a pattern of bricks of varying lengths on the x-y plane. This can be useful in building walls that do not look
like they were built by a computer. Note that mortar thickness between bricks can vary somewhat, too.<br> Parameters:
</p>
<ul>
<li>
<code>Mortar Thickness</code> = Thickness of the mortar (0-1).
</li>
<li>
<code>X-scaling</code> = The scaling of the bricks (but not the mortar) in the x direction.
</li>
<li>
<code>Variation</code> = The amount by which brick lengths will vary (0=none, 1=100%).
</li>
<li>
<code>Roundness</code> = The roundness of the bricks (0.01=almost rectangular, 1=very round).
</li>
</ul>
<a name="s03_07_17_07_i2"><a name="Tiles_Ptrn"></a>
<p>
<code>Tiles_Ptrn()</code>. This macro creates a repeating box pattern on the x-y plane. It can be useful for
creating grids. The cells shade continuously from the center to the edges.<br> Parameters: None. <a name="s03_07_17_07_i3"><a name="Hex_Tiles_Ptrn"></a>
</p>
<p>
<code>Hex_Tiles_Ptrn()</code>. This macro creates a pattern that is a sort of cross between the hexagon pattern and
a repeating box pattern. The hexagonal cells shade continuously from the center to the edges.<br> Parameters: None. <a name="s03_07_17_07_i4"><a name="Star_Ptrn"></a>
</p>
<p>
<code>Star_Ptrn (Radius, Points, Skip)</code>. This macro creates a pattern that resembles a star. The pattern is
in the x-y plane, centered around the origin.<br> Parameters:
</p>
<ul>
<li>
<code>Radius</code> = The radius of a circle drawn through the points of the star.
</li>
<li>
<code>Points</code> = The number of points on the star.
</li>
<li>
<code>Skip</code> = The number of points to skip when drawing lines between points to form the star. A normal
5-pointed star skips 2 points. A Star of David also skips 2 points. Skip must be less than Points/2 and greater than
0. Integers are preferred but not required. Skipping 1 point makes a regular polygon with Points sides.
</li>
<li>
<code>Pigment</code> = The pigment to be applied to the star.
</li>
<li>
<code>Background</code> = The pigment to be applied to the background.
</li>
</ul>
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