// modified 2-5-97
// THESE CAN BE USED WHEN NEEDED FOR STANDARD METAL FINISHES
//*****************************************************************************
//                           BASIC METAL FINISHES
//*****************************************************************************

// F_MetalA  :  Very soft and dull.  
// F_MetalB  :  Fairly soft and dull.
// F_MetalC  :  Medium reflectivity. Holds color well.
// F_MetalD  :  Highly hard and polished. High reflectivity.   
// F_MetalE  :  Very highly polished & reflective.

#declare F_MetalA  =
finish {
    ambient 0.35
    brilliance 2
    diffuse 0.3
    metallic
    specular 0.80
    roughness 1/20
    reflection 0.1
}

#declare F_MetalB  = 
finish {
    ambient 0.30
    brilliance 3
    diffuse 0.4
    metallic
    specular 0.70
    roughness 1/60
    reflection 0.25
}

#declare F_MetalC  =
finish {
    ambient 0.25
    brilliance 4
    diffuse 0.5
    metallic
    specular 0.80
    roughness 1/80
    reflection 0.5
}

#declare F_MetalD  =
finish {
    ambient 0.15
    brilliance 5
    diffuse 0.6
    metallic
    specular 0.80
    roughness 1/100
    reflection 0.65
}

#declare F_MetalE  =
finish {
    ambient 0.1
    brilliance 6
    diffuse 0.7
    metallic
    specular 0.80
    roughness 1/120
    reflection 0.8
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////




#declare gold_al = texture {pigment {color red .9 green .8 blue .5}
   finish {specular .8 roughness .005 reflection .1 ambient .25 diffuse .5 brilliance 4} }

#declare clear_gold_al = texture {pigment {color red .9 green .8 blue .5 filter 1}
   finish {specular .8 roughness .005 reflection .1 ambient .25 diffuse .5 brilliance 4} }

#declare clear_al = texture {pigment {White}
   finish {specular .6 roughness .005 reflection .1 ambient .25 diffuse .5 brilliance 4} }

#declare black_al = texture {pigment{Black}
   finish {specular .7 roughness .03 reflection .05 ambient .2 diffuse .5 brilliance 4} }

#declare p_stainless = texture {pigment {Gray80}
   finish {F_MetalD} }

#declare acrylic = texture {pigment {White filter .9}
   finish {specular 1 roughness .005 reflection .1 ambient 0  diffuse 0  refraction 1 ior 1.4} }

#declare titanium = texture {pigment {color red .71 green .7 blue .72}
   finish {specular .7 roughness .006 reflection .15 ambient .2 diffuse .7 brilliance 7} }

#declare black_delrin = texture {pigment {Gray10}
   finish {specular 1 roughness .007 reflection .05 ambient .3 diffuse .4} }

// use for flat black spray paint etc
#declare black_dull = texture {pigment {Gray05}
   finish {specular .1 roughness .2 reflection 0 ambient .3 diffuse .2 brilliance 0} }

#declare white_delrin = texture {pigment {White}
   finish {specular .4 roughness .007 reflection .05 ambient .3 diffuse .4} }

#declare m_stainless = texture {pigment {Gray85}
   finish {specular .8 roughness .003 reflection .15 ambient .2 diffuse .7 brilliance 10} }

#declare navy_gray = texture {pigment {color red .7 green .7 blue .67} 
   finish {specular .3 roughness .04 reflection .01 ambient .2 diffuse .4} }

#declare clear_navy_gray = texture {pigment {color red .7 green .7 blue .67 filter 1} 
   finish {specular .3 roughness .04 reflection .01 ambient .2 diffuse .4} }

#declare mil_conn_green = texture {pigment {color red .36 green .31 blue .12}
   finish {specular .4 roughness .02 reflection .05 ambient .2 diffuse .5 brilliance 3} }

#declare board_green = texture {pigment {color red 0.06863 green 0.27843 blue 0.06863}
   finish {specular .75 roughness .01 reflection 0 ambient .4 diffuse .3}}

#declare vero_green = texture {pigment {color red .20 green .85 blue .50}
   finish {specular .5 roughness .02 reflection .05 ambient .3 diffuse .4}}

#declare red_clear_plastic = texture {pigment {Red filter .8} 
   finish {specular 1 roughness .001 reflection .1 refraction 1 ior 1.4}}

#declare red_led = texture { pigment {Red filter .6} 
   finish {specular .7 roughness .02 refraction 1 ior 1.5} }

#declare green_led = texture { pigment {Green filter .6} 
   finish {specular .7 roughness .02 refraction 1 ior 1.5} }

#declare positronic_blue = texture {pigment {color red 0.00 green 0.00 blue .95}
   finish {specular .6 roughness .020 reflection .05 ambient .3 diffuse .4} }

#declare amber_polyurethane = texture {pigment {color red .85 green .70 blue 0 filter .95}
   finish {specular .5 roughness .01 reflection .04 ambient .35 diffuse .4} }

#declare gold_pins = texture { pigment { color red .75 green 0.75 blue 0.40} finish { F_MetalD } }

#declare ceramic1 = texture {pigment { color red .38 green .38 blue .38}
   finish {specular .3 roughness .1 reflection .05 ambient .2 diffuse .6 brilliance 1}}

#declare monel = texture {pigment {color red .68 green .68 blue .7}
   finish {specular .7 roughness .006 reflection .15 ambient .2 diffuse .7 brilliance 7} }

#declare red_plastic = texture {pigment {color red 1 green 0 blue 0}
   finish {specular 1 roughness .007 reflection .05 ambient .3 diffuse .4}}

#declare yellow_plastic = texture {pigment {color red 1 green 1 blue 0}
   finish {specular 1 roughness .007 reflection .05 ambient .3 diffuse .4}}

#declare cyan_plastic = texture {pigment {color red 0 green 1 blue 1}
   finish {specular 1 roughness .007 reflection .05 ambient .3 diffuse .4}}

#declare light_gray_plastic = texture {pigment {color red .75 green .75 blue .75}
   finish {specular 1 roughness .007 reflection .05 ambient .3 diffuse .4}}

#declare chrome2 = texture {pigment {Gray80} 
finish {
    ambient 0.1
    brilliance 8
    diffuse 0.8
    metallic
    specular 0.80
    roughness 1/360
    reflection 0.85
}}


//Used for outboard rough black paint
#declare black_rough_paint = texture {pigment{Gray10} normal { bumps 0.1 scale 0.05 } 
   finish {specular .2 roughness .06 reflection .05 ambient .2 diffuse .6 brilliance .5}}







/*

	------------- DESCRIPTION OF FINISH AND PIGMENT QUALITIES -------------

specular #	# between 0 and 1.  Default is 0.  Determines the brightness of the highlight 
		on the material.  1 means the highlight is 100% of the light color.  For metals, 
		the highlight usually takes on the color of the material as opposed to the light 
		source.  If this effect is desired, the wordmetallic can be added inside the
		finish {...} statement in addition to the specular statement.

roughness #	# greater than zero.  No default.  Determines the size of the highlight on the 
		material.  A larger number will mean a larger highlight.  This tends to make the 
		surface appear rougher.  A smooth surface, like your eyeball, will have a very 
		tight highlight.  A rough surface, like concrete, will have a very large 
		highlight.  Polished metals are usually around .001 while machined surfaces are 
		about .005.  painted and other surfaces are on the order of .01.

reflection #	# between 0 and 1.  Defualt is 0.  Determines the amount of light reflected from 
		the surface without being diffused.  1 means 100% of the light will be reflected 
		without being diffused (mirror).  .5 means that 50% of the light will be 
		reflected without being diffused (Polished Stainless).  Real surfaces reflect 
		very little, if any undiffused light.  Too many reflections tend to make the 
		scene look unrealistic.  Reflections should only be used when they are obvious.

ambient #	# between 0 and 1.  Default is .2.  Determines the brightness of the shadows 
		cast on that object.  Povray does not treat reflected light as a source.  In 
		other words, if you have two white boxes next to eachother, the light 
		reflecting from one will not illuminate the shadow cast by the other.  In order 
		to account for this, the surface can be given some ambient lighting so that the 
		shadows will not be completely dark.  It is also used to make the aluminum more 
		realistic.

diffuse #	# between 0 and 1.  Default is .6.  Determines the contrast between the bright 
		and dark portions of an object.  If a sphere is being illuminated by a light.  
		A diffuse value of 1 will make the side toward the light very bright while the 
		side opposite the light really dark.  A diffuse value of 0 will cause the 
		brightness of the object to remain constant on both sides.  Transparent 
		materials have diffuse=0.  Metallic surfaces are around .75.  

brilliance #	# greater than 0.  Default is 1.  Determines the magnitude of the reflected 
		light at different angles of incidence.  Anytime you look at a surface, there 
		is an angle created between the light and the camera.  If you're looking 
		directly at a surface with a light behind you so that the angle of incidence 
		is normal to the surface, the surface will appear very bright.  As you rotate 
		the surface away from you and 
		the angle changes, the surface becomes less bright.  The brilliance value 
		determines the rate at which the surface gets dark as the angle changes.  A very 
		high brilliance value will casue it to darken instantly and remain dark for all 
		angles except the normal.  A value of 0 will cause the object to remain at its 
		maximum brightness at all angles of incidence.  Typically, the higher the value, 
		the more metallic an objct looks.

refraction #	# either one or zero.  Default is 0 (no refraction).  When light passes through 
		an object, it is bent because of the change in density of the medium though 
		which it travels.  1 turns refraction on while zero turns it off.

ior #		# greater than 1.  No default.  The amount that refracted light is bent as it 
		passes through a trnasparent object.  The ior.inc file has values of refractive 
		index for common materials.

filter #	# between 0 and 1.  Default is 0.  To be used in the Pigment {...} statement.  
		Determines the amount of light that passes through an object.  A filter of 1 
		means that 100% of the light that can possibly pass though that color will pass 
		through.  A filter of 0 means that 0% of the light that can possibly pass though 
		will do so.  However, only the color White will acheive 100% transmission with a 
		filter value of 1.  Placing a filter value of 1 on a 50% gray means that only 50% 
		of the light will pass through.  This is the maximum for this color.  If a filter 
		value of .5 was place on 50% gray, then .5 X .5 = 25% of the light will pass 
		though.  This represents 50% of the total possible, which is 50% of 50%.  
		herefore, the color black will remain black even with a filter value of 1.  
		100% of 0% is 0%.  If refraction is used, then all of the the transmitted light 
		will be bent.

*/

    Source: geocities.com/siliconvalley/pines/3014

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