4.4.22 Script texture3

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// Persistence Of Vision raytracer version 3.5 sample file.
// The TEXTUREn.POV files demonstrate all textures in TEXTURES.INC

global_settings {
	assumed_gamma 2.2
	max_trace_level 5
}

#include "textures.inc"

#declare Textures = array[3][9] {
	{
		texture {Copper_Metal},
		texture {Polished_Chrome},
		texture {Polished_Brass},
		texture {New_Brass},
		texture {Spun_Brass},
		texture {Brushed_Aluminum},
		texture {Silver1},
		texture {Silver2},
		texture {Silver3}
	},
	{
		texture {Brass_Valley},
		texture {Rust},
		texture {Rusty_Iron},
		texture {Soft_Silver},
		texture {New_Penny},
		texture {Tinny_Brass},
		texture {Gold_Nugget},
		texture {Aluminum},
		texture {Bright_Bronze}
	},
	{
		texture {pigment {Candy_Cane}},
		texture {pigment {Peel}},
		texture {pigment {Y_Gradient}},
		texture {pigment {X_Gradient}},
		texture {Water},
		texture {Cork},
		texture {Lightning1},
		texture {Lightning2},
		texture {Starfield}
	}
}

#include "shotxtr.inc"

Et voici ce que nous obtenons (placez la souris sur la tête d'un objet pour avoir le nom de la texture):

Starfield Lightning2 Lightning1 Cork Water X_Gradient Y_Gradient Peel Candy_Cane Bright_Bronze Aluminum Gold_Nugget Tinny_Brass New_Penny Soft_Silver Rusty_Iron Rust Brass_Valley Silver3 Silver2 Silver1 Brushed_Aluminum Spun_Brass New_Brass Polished_Brass Polished_Chrome Copper_Metal Voyons les fichiers inclus :

Dans 'Texture3' ...
4.4.22.1 Script shotxtr
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