2.5. Textures and patterns

Syntax is:

pigment {
  listed FLOAT
  color_map { color_map stuff } } |
  pigment_map { pigment_map stuff } }
}

normal {
  listed FLOAT
  normal_map { normal_map stuff } }
}

This "pattern" is simply a solid pattern, the value of FLOAT is used as the return value of the pattern. This means that the pattern listed at the specified FLOAT value is used as the pattern for the whole object.

This is very useful in having a progression of objects blending from one texture to another, and can also be useful in animating textures.

Syntax is:

warp {
  displace {
    PATTERN | FUNCTION, COLOR_MAP
    type 0 | 1
  }
}

Displaces the pattern by an amount determined by the PATTERN or FUNCTION and COLOR_MAP at each point.

In type 0, the rgb values of the pigment at each point are used as xyz displacement amounts.

In type 1, the brightness of the pigment color determines the directions and amounts points are pushed.

Syntax is:

pigment { noise_pigment { TYPE, MIN_COLOR, MAX_COLOR } }

TYPE:

Produces a "static" effect. This is a pigment, like an image_map, not a pattern. Anti-aliasing tends to mess it up when used in textures, and it is not animation-safe (unless you want an animated static effect). It can be used in an average map to add some noise to a pigment.

In MegaPOV accuracy is preserved when texture with a normal is copied.