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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 &quot;varnish&quot; 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 &quot;Plexiglas&quot; 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 &amp; 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 &quot;Black Hills Gold&quot;, 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 &amp; white stripes - Looks best on a y axis Cylinder. 
 <dd>
   It &quot;spirals&quot; 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 &quot;Peeled&quot;. 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 &quot;glass&quot; 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 
  &quot;Lightening&quot;. 
 <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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