### 3.7.17 textures.inc

This file contains many predefined textures, including wood, glass, and metal textures, and a few texture/pattern generation macros.

#### 3.7.17.1 Stones

Stone Pigments:

`Jade_Map, Jade`
  Drew Wells' superb Jade. Color map works nicely with other textures, too.
`Red_Marble_Map, Red_Marble`
  Classic white marble with red veins. Over-worked, like checkers.
`White_Marble_Map, White_Marble`
  White marble with black veins.
`Blood_Marble_Map, Blood_Marble`
  Light blue and black marble with a thin red vein.
`Blue_Agate_Map, Blue_Agate`
  A grey blue agate -- kind of purplish.
`Sapphire_Agate_Map, Sapphire_Agate`
  Deep blue agate -- almost glows.
`Brown_Agate_Map, Brown_Agate`
  Brown and white agate -- very pretty.
`Pink_Granite_Map, Pink_Granite`
  Umm, well, pink granite.

Stone textures:

`PinkAlabaster`
  Gray-pink alabaster or marble. Layers are scaled for a unit object and relative to each other.

  Note: This texture has very tiny dark blue specks that are often mistaken for rendering errors. They are not errors. Just a strange texture design.

  Underlying surface is very subtly mottled with bozo.
  Second layer texture has some transmit values, yet a fair amount of color.
  Veining is kept quite thin in color map and by the largish scale.

#### 3.7.17.2 Skies

Sky pigments:

`Blue_Sky_Map, Blue_Sky`
  Basic blue sky with clouds.
`Bright_Blue_Sky`
  Bright blue sky with very white clouds.
`Blue_Sky2`
  Another sky.
`Blue_Sky3`
  Small puffs of white clouds.
`Blood_Sky`
  Red sky with yellow clouds -- very surreal.
`Apocalypse`
  Black sky with red and purple clouds.
  Try adding turbulence values from 0.1 - 5.0 -- CdW
`Clouds`
  White clouds with transparent sky.
`FBM_Clouds`
`Shadow_Clouds`
  A multilayered cloud texture (a real texture, not a pigment).

#### 3.7.17.3 Woods

Wood pigments:

Several wooden pigments by Tom Price:

`Cherry_Wood`
  A light reddish wood.
`Pine_Wood`
  A light tan wood whiteish rings.
`Dark_Wood`
  Dark wood with a,ish hue to it.
`Tan_Wood`
  Light tan wood with brown rings.
`White_Wood`
  A very pale wood with tan rings -- kind of balsa-ish.
`Tom_Wood`
  Brown wood - looks stained.

`DMFWood1, DMFWood2, DMFWood3, DMFWood4, DMFWood5`
  The scaling in these definitions is relative to a unit-sized object (radius 1).

  Note: 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.

Wood textures:

`DMFWood6`
  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.
`DMFLightOak`
  Is this really oak? I dunno. Quite light, maybe more like spruce.
`DMFDarkOak`
  Looks like old desk oak if used correctly.
`EMBWood1`
  Wood by Eric Barish

Doug Otwell woods:

`Yellow_Pine`
  Yellow pine, close grained.
`Rosewood`
`Sandalwood`
  makes a great burled maple, too

#### 3.7.17.4 Glass

`Glass_Finish` is a generic glass finish, `Glass_Interior` is a generic glass interior, it just adds an ior of 1.5.

Glass materials:

`M_Glass`
  Just glass.
`M_Glass2`
  Probably more of a "Plexiglas" than glass.
`M_Glass3`
  An excellent lead crystal glass!
`M_Green_Glass`

Glass textures contributed by Norm Bowler, of Richland WA. NBglass_finish is used by these materials.

`M_NBglass`
`M_NBoldglass`
`M_NBwinebottle`
`M_NBbeerbottle`

A few color variations on Norm's glass.

`M_Ruby_Glass`
`M_Dark_Green_Glass`
`M_Yellow_Glass`
`M_Orange_Glass`
`M_Vicks_Bottle_Glass`

#### 3.7.17.5 Metals

Metal finishes:

`Metal`
  Generic metal finish.
`SilverFinish`
  Basic silver finish
`Metallic_Finish`

Metal textures:

`Chrome_Metal, Brass_Metal, Bronze_Metal, Gold_Metal, Silver_Metal, Copper_Metal`
  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.
`Polished_Chrome`
  A highly reflective Chrome texture.
`Polished_Brass`
  A highly reflective brass texture.
`New_Brass`
  Beautiful military brass texture!
`Spun_Brass`
  Spun Brass texture for cymbals & such
`Brushed_Aluminum`
  Brushed aluminum (brushed along X axis)
`Silver1`
`Silver2`
`Silver3`
`Brass_Valley`
  Sort of a "Black Hills Gold", black, white, and orange specks or splotches.
`Rust`
`Rusty_Iron`
`Soft_Silver`
`New_Penny`
`Tinny_Brass`
`Gold_Nugget`
`Aluminum`
`Bright_Bronze`

#### 3.7.17.6 Special textures

`Candy_Cane`
  Red & white stripes - Looks best on a y axis Cylinder.
  It "spirals" because it's gradient on two axis.
`Peel`
  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!
`Y_Gradient`
`X_Gradient`
`M_Water`
  Wavy water material. Requires a sub-plane, and may require scaling to fit your scene.
  WARNING: Water texture has been changed to M_Water material, see explanation in the "glass" section of this file.
`Cork`
`Lightning_CMap1, Lightning1, and Lightning_CMap2, Lightning2`
  These are just lightning textures, they look like arcing electricity...earlier versions misspelled them as "Lightening".
`Starfield`
  A starfield texture by Jeff Burton

#### 3.7.17.7 Texture and pattern macros

`Irregular_Bricks_Ptrn (Mortar Thickness, X-scaling, Variation, Roundness)`. 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.
Parameters:

- `Mortar Thickness` = Thickness of the mortar (0-1).
- `X-scaling` = The scaling of the bricks (but not the mortar) in the x direction.
- `Variation` = The amount by which brick lengths will vary (0=none, 1=100%).
- `Roundness` = The roundness of the bricks (0.01=almost rectangular, 1=very round).

`Tiles_Ptrn()`. 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.
Parameters: None.

`Hex_Tiles_Ptrn()`. 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.
Parameters: None.

`Star_Ptrn (Radius, Points, Skip)`. This macro creates a pattern that resembles a star. The pattern is in the x-y plane, centered around the origin.
Parameters:

- `Radius` = The radius of a circle drawn through the points of the star.
- `Points` = The number of points on the star.
- `Skip` = 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.
- `Pigment` = The pigment to be applied to the star.
- `Background` = The pigment to be applied to the background.