4.2 More Texture Options

You've now rendered your first picture but it is somewhat boring. Let's add some fancy features to the texture.

4.2.1 Surface Finishes

One of the main features of a ray tracer is its ability to do interesting things with surface finishes such as highlights and reflection. Let's add a nice little phong highlight (shiny spot) to the sphere. To do this you need a "finish" parameter. Change the definition of the sphere to this:
      sphere {
        <0, 1, 2>, 2
        texture {
          pigment {color Yellow}  // Yellow is pre-defined in COLORS.INC
          finish {phong 1}
        }
      }
Now render this the same way you did before. The phong keyword adds a highlight the same color of the light shining on the object. It adds a lot of credibility to the picture and makes the object look smooth and shiny.
Here's the result.
Lower values of phong will make the highlight less bright. Phong can be between 0 and 1.

4.2.2 Adding Bumpiness

The highlight you've added illustrates how much of our perception depends on the reflective properties of an object. Ray tracing can exploit this by playing tricks on our perception to make us see complex details that aren't really there. Suppose you wanted a very bumpy surface on the object. It would be very difficult to mathematically model lots of bumps. We can however simulate the way bumps look by altering the way light reflects off of the surface. Reflection calculations depend on a vector called a "surface normal" vector. This is a vector which points away from the surface and is perpendicular to it. By artificially modifying (or perturbing) this normal vector you can simulate bumps. Change the scene to read as follows and render it:
      sphere {
        <0, 1, 2>, 2
        texture {
          pigment {color Yellow}  
          normal {bumps 0.4   scale 0.2}
          finish {phong 1}
        }
      }
This tells POV-Ray to use a bump pattern to modify the surface normal. The value 0.4 controls the apparent depth of the bumps. Usually the bumps are about 1 unit wide which doesn't work very well with a sphere of radius 2. The scale makes the bumps 1/5th as wide but does not affect their depth.
The picture will look something like this.

4.2.3 Creating Color Patterns

You can do more than assign a solid color to an object. You can create complex patterns in the pigment block. Consider this example:
      sphere {
        <0, 1, 2>, 2
        texture {
          pigment {
            wood
            color_map {
              [0.0 color DarkTan]
              [0.9 color DarkBrown]
              [1.0 color VeryDarkBrown]
            }
            turbulence 0.05
            scale <0.2, 0.3, 1>
          }
          finish {phong 1}
        }
      }
The keyword "wood" specifies a pigment pattern of concentric rings like rings in wood. The color_map specifies that the color of the wood should blend from DarkTan to DarkBrown over the first 90% of the vein and from DarkBrown to VeryDarkBrown over the remaining 10%. The turbulence slightly stirs up the pattern so the veins aren't perfect circles and the scale factor adjusts the size of the pattern.
Here's the picture.
The most of the patterns are set up by default to give you one "feature" across a sphere of radius 1.0. A "feature" is very roughly defined as a color transition. For example, a wood texture would have one band on a sphere of radius 1.0. In this example we scale the pattern using the "scale" keyword followed by a vector. In this case we scaled 0.2 in the x direction, 0.3 in the y direction an the z direction is scaled by 1, which leaves it unchanged. Scale values larger than 1 will stretch an element. Scale values smaller than one will squish an element. And scale value 1 will leave an element unchanged.

4.2.4 Pre-Defined Textures

POV-Ray has some very sophisticated textures pre-defined in the standard include files "textures.inc" and "stones.inc". Some are entire textures with pigment, normal and/or finish parameters already defined. Some are just pigments or just finishes. Change the definition of our sphere to the following and then re-render it:
      sphere {
        <0, 1, 2>, 2
        texture {
          pigment {
            DMFWood4    // Pre-defined from textures.inc 
            scale 4     // Scale by the same amount in all
                        // directions
          }
          finish {Shiny}      // This finish defined in textures.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.
Here's what you get.
Look through the file TEXTURES.INC to see what pigments and finishes are defined and try them out. Just insert the name of the new pigment where DMFWood1 is now or try a different finish in place of Shiny and re-render your file. Here is an example of using a complete texture identifier rather than just the pieces.
      sphere {
        <0, 1, 2>, 2
        texture { PinkAlabaster }
      }
Click to see the picture.

Jürgen Hüttner <huette@fu-berlin.de>

Note: this is the povray-tutorial of the Povray-Team. I just made the html-version and added the pictures. You can find the complete povray-documentation here. In that directory you will also find the rest of the povray-distribution.

Last modified: Tue Oct 8 12:29:52 1996