#include "colors.inc" #include "stones.inc" #declare M_Wood13A = color_map { [0.0, 0.1 color rgb <0.60, 0.35, 0.20> color rgb <0.60, 0.35, 0.20>] [0.1, 0.9 color rgb <0.60, 0.35, 0.20> color rgb <0.90, 0.65, 0.30>] [0.9, 1.0 color rgb <0.90, 0.65, 0.30> color rgb <0.60, 0.35, 0.20>] } #declare M_Wood13B = color_map { [0.0, 0.4 color rgbf <1.00, 1.00, 1.00, 1.00> color rgbf <0.90, 0.65, 0.30, 0.30>] [0.4, 0.5 color rgbf <0.90, 0.65, 0.30, 0.00> color rgbf <0.90, 0.65, 0.30, 0.30>] [0.5, 1.0 color rgbf <0.90, 0.65, 0.30, 0.30> color rgbf <1.00, 1.00, 1.00, 1.00>] } #declare P_WoodGrain13A = pigment { wood turbulence 0.02 scale 0.1 translate <10, 0, 0> scale 7 rotate x*88 translate x*2.5 translate -z*0.125 #declare R1 = seed(123); #declare xp = 1; #while (xp < 5) warp { black_hole 0.5*rand(R1)+0.3 strength 2 inverse} #declare xp = xp + 1; #end warp { repeat x*5 offset 0.05 } } #declare P_WoodGrain13B = pigment { wood turbulence 0.01 scale 0.05 scale 7 rotate x*88 translate x*2.5 translate -z*0.125 #declare R1 = seed(123); #declare xp = 1; #while (xp < 5) warp { black_hole 0.5*rand(R1)+0.3 falloff 2 strength 2 inverse} #declare xp = xp + 1; #end warp { repeat x*5 offset z*0.05 } } #declare T_Wood13 = texture { pigment{ P_WoodGrain13A color_map { M_Wood13A }} finish { diffuse 1.5 phong 0 phong_size 150} } texture { pigment{ P_WoodGrain13B color_map { M_Wood13B }} finish { diffuse 1.5 phong 0 phong_size 150} }