by Kevin Matthews, Design Integration Laboratory
These materials are intended for expert users, who want to venture into the little-charted territory of custom procedural textures.
If you're main interest is general use of Radiance with the DesignWorkshop textures library, you can just skip all this picky mumbo-jumbo.
Note: Compound materials use functions which often live in the central Radiance directories of your Unix system. If your user account isn't set up correctly to find this directory, then compound materials won't work properly. To see if the C Shell environment variable "RAYPATH" has been defined properly for your Unix account, use the command string: setenv | grep RAYPATH If it returns nothing, i.e. just goes to the next command line, then you need to correct your .login account. When "RAYPATH" is properly defined in your account, the setnev | grep command returns something like this: RAYPATH=.:/home5/snix/mylib:/usr/local/lib/ray Your .login file in your home directory needs to have this exact line in it: setenv RAYPATH .:${HOME}/mylib:/usr/local/lib/ray Probably the safest place to put this text is at the very bottom of the .login file.
#### Model Materials # # If a compound material is used, its basic default plastic definition # in the raw .rad file from DW must be located and commented out before # the compound material will take effect. # # For clarity, use a comment line like this when deactivating the original # material, instead of deleting it altogether. Do it something like this: # # #concrete --redefined in materials file --950513.kmm # ## ------------------------ Shared Section ------------------------------ # # Shared Material Functions # # Include this sharded section in all materials file you build with this library -- it is essential if you use the "dusty" definitions. # # Shared Dusty Functions: # # first, vary the reflectance with a noise function # Ò-s 2Ó is the spacing (2 feet) and Ò.25Ó is the degree of dirtyness (25%) void brightfunc dusty_wide 4 dirt /usr/local/lib/ray/dirt.cal -s 2 0 1 .25 # void brightfunc dusty_med 4 dirt /usr/local/lib/ray/dirt.cal -s 1 0 1 .25 # void brightfunc dusty_tight 4 dirt /usr/local/lib/ray/dirt.cal -s .2 0 1 .25 # void brightfunc dusty_tight_deep 4 dirt /usr/local/lib/ray/dirt.cal -s .2 0 1 .4 # # ## ------------------------ End Shared Section ------------------------------ # # ## ------------------------ Materials Section ------------------------------ # # format: descriptive name / DW RGB code # # Note: When you use one of these material deiniftions, you need to # substitute your own color-code material names for the example # color names shown in parentheses. Also, leave out the parentheses! # # ## ----------------------- Concrete ----------------------- ## # # concrete / (Color_45058_46543_46996) # dusty_wide plastic (Color_45058_46543_46996) 0 0 5 0.687541 0.710201 0.717113 0 0 # ## ------------------------ Stucco ------------------------ ## # # stucco / (Color_38804_38804_38804) # dusty_tight plastic (Color_38804_38804_38804) 0 0 5 0.592111 0.592111 0.592111 0 0 # ## ------------------- Corrugated Metal ------------------- ## # # metal_corrugated / (Color_55188_55188_55188) # # corrugated roofing compound material definition, rev--950509.kmm # # Set up the sine-wave texture function: # # One parameter, A1 = number of cycles per unit distance # [A1 controls size, yes, but apparently not cycles/unit] Here the size = 0.3. # Note the non-standard order of xcor, zcor, ycor. This order applies the wave # to the top and south faces, but not to the west face of a block. # # xcor zcor ycor --starting direction --corrug'ed south but not west # zcor xcor ycor --same effect as original # dusty_med texfunc corrugated 4 zcor ycor xcor /usr/local/lib/ray/corrug.cal 0 1 0.3 # # finally, apply this to the metal itself # corrugated metal (Color_55188_55188_55188) 0 0 5 .5 .5 .5 .3 .2 # ## ------------------------ Green Paint ------------------------ ## # # #glass_green_painted / (Color_19232_45055_24775) # void plastic (Color_19232_45055_24775) 0 0 5 0.293462 0.687495 0.378042 0 0 # ## ------------------ Galvanized Steel - Lighter----------------- ## # #metal_railings / (Color_62006_65535_64253) # dusty_med metal (Color_62006_65535_64253) 0 0 5 .7 .7 .7 .3 .2 # ## --------------- Galvanized Steel - Darker -------------------- ## # # #metal_treads / (Color_42900_38928_38104) dusty_med metal Color_42900_38928_38104 0 0 5 .5 .5 .5 .3 .2 # ## --------------- Galvanized Steel - Medium -------------------- ## # # #metal_stair_joists / Color_50637_55188_54123 à dusty_med metal Color_50637_55188_54123 0 0 5 .6 .6 .6 .3 .2 # ## --------------- Whiteish Paint -------------------- ## # #doors_upper_corner_wsw / Color_48487_51092_50601 # void plastic Color_48487_51092_50601 0 0 5 0.739864 0.779614 0.772122 0 0 # ## --------------- Greenish Paint -------------------- ## # #doors_upper_corner_ssw / Color_65535_57956_45874 # void plastic Color_65535_57956_45874 0 0 5 1.000000 0.884352 0.699992 0 0 # ## --------------- Dark Green Paint -------------------- ## # #doors_ground / Color_1606_17246_4584 # new--950515.kmm à # void plastic Color_1606_17246_4584 0 0 5 0.024506 0.263157 0.069947 0.1 0.0 # ## --------------- Whiteish Paint -------------------- ## # # #window_frame_wood / Color_64552_63569_65535 # void plastic Color_64552_63569_65535 0 0 5 0.985000 0.970001 1.000000 0 0 # ## --------------- Light Metal Frame -------------------- ## # #window_frame_metal / Color_49151_47677_47677 # void plastic Color_49151_47677_47677 0 0 5 0.749996 0.727504 0.727504 0 0 # ## --------------- Light Source -------------------- ## # #light_source / Color_0_0_0 (reserved!) # # Note: In the DIL we use this DW object color as a standard color for light sources # void light Color_0_0_0 0 0 3 100 100 100 # ## --------------- Painted Concrete -------------------- ## # #painted_concrete / Color_55721_57343_56127 # new--950515.kmm à # dusty_wide plastic Color_55721_57343_56127 0 0 5 0.687541 0.710201 0.717113 0 0 # ## --------------- Concrete Paving -------------------- ## # #asphalt / (Color_22420_22420_22420) # # which is really concrete paving with joint lines, so: # # clay tiles with grout, compound material definition # clay_tiles.mat (From Auckland) # # a fairly useful clay_tile texture. The tiles are "wobbled" # and have colour variation. The mortar colour is white, the # tile colour is mainly orange-red. # #grout width= 0.04; tile dimensions=1.0 x 1.0; wobble=0.1; noise=0; # void texfunc tile_texture 4 tile_x tile_y tile_z ~matthews/materials/wobbly_tile.cal 0 5 0.1 17.0 30.0 .01 0.01 # revised 950515.kmm # #grout width= 0.04; tile dimensions=1.0 x 1.0, color wobble=0.05; noise=0; # color of grout=1, 1, 1; color of tile .39, .28, .12 # tile_texture colorfunc tile_colour 4 tred tgreen tblue ~matthews/materials/colour_tile.cal 0 11 0.1 17.0 30.0 0.025 0.1 0.2 0.2 0.2 0.7 0.6 0.5 # # then apply this to your geometry by changing the color code material name # tile_colour plastic (Color_22420_22420_22420) 0 0 5 1 1 1 0.0 0.0 # ## --------------- Quick Grass -------------------- ## # #grass / Color_6398_53247_7589 à # dusty_tight_deep plastic Color_6398_53247_7589 0 0 5 0.15 0.6 0.2 0 0 # revised 950515.kmm # #### new materials added or revised 950516, for maccourt2.4 --kmm #### # # ## --------------- Medium Metal Trim -------------------- ## # #metal_trim_corner / (Color_50876_50876_50876) # dusty_med metal Color_50876_50876_50876 0 0 5 .5 .5 .5 .3 .2 # ## --------------- Concrete Details -------------------- ## # #concrete_trim / (Color_38800_38800_38800) # dusty_wide plastic Color_38800_38800_38800 0 0 5 0.687541 0.710201 0.717113 0 0 # ## --------------- Window Glass -------------------- ## # #glass_clear / (Color_46484_64283_65535) # # Note: In the DIL we use this as a standard DW object color for glass # void glass Color_0_65535_65535) 0 0 3 .96 .96 .96 # ## --------------- Corrugated Glazing -------------------- ## # # # corrugated roofing compound material definition, rev--950509.kmm # # Set up the sine-wave texture function: # # One parameter, A1 = number of cycles per unit distance # [A1 controls size, yes, but apparently not cycles/unit] Here the size = 0.3. # Note the non-standard order of xcor, zcor, ycor. This order applies the wave # to the top and south faces, but not to the west face of a block. # # xcor zcor ycor --starting direction --corrug'ed south but not west # zcor xcor ycor --same effect as original # dusty_med texfunc corrugated 4 zcor ycor xcor /usr/local/lib/ray/corrug.cal 0 1 0.3 # # Then apply this to the glass itself # dusty_med glass glass_corrugated 0 0 5 1.000000 0.980041 0.675502 0.05 0 # ## ------------------ Brick ------------------ ## # # Updated 960428.kmm # void brightfunc dusty 4 dirt /usr/local/lib/ray/dirt.cal -s 2 0 1 .15 # # brick parameters: # # A-grout width B-modular height C-modular width D-row offset E-brick brightness F-mortar brightness # dusty texfunc brick_tex 4 brick_xy brick_x brick_y /usr/local/lib/ray/brick.cal 0 6 .03 .286 .76 .383 -0.8 0.3 # brick_tex brightfunc bricks 2 brick_xy /usr/local/lib/ray/brick.cal 0 6 0.03 0.286 0.76 0.383 0.6 0.4 # #Then apply this to your geometry by changing the color-code material name # bricks plastic brick_pat_and_tex 0 0 5 0.4 .13 .05 0 0.2 # ## ------------------ Wood Flooring ------------------ ## # #wood flooring compound material definition, rev--95.05.07.kmm # # detailed wood flooring # first, vary the reflectance with a noise function # Ò-s 2Ó is the spacing (2 feet) and Ò.15Ó is the degree of dirtyness (15%) # void brightfunc dusty 4 dirt /usr/local/lib/ray/dirt.cal -s 2 0 1 .15 # # then, set up tiling with a floor-board bitmap # dusty colorpict wood_floor_pattern 9 red green blue /usr/local/lib/ray/oakfloor.pic /usr/local/lib/ray/picture.cal tile_u tile_v -s 1.1667 0 1 .578313253 # # finally, apply this to the plastic itself, and apply # the plastic to your gemotry by changing the color-code material name. # wood_floor_pattern plastic (Color_47173_64910_65535) 0 0 5 .2 .2 .2 .02 .05 # ## ------------------ Glass Block ------------------ ## # # Comments updated 960428.kmm # # wobbly texfunc # using texfunc "water_ripple.cal" # changed A1, A2, and A3 from 1 to 0.3, and A4 from 0.2 to 0.3 --950603.kmm void texfunc ripply 6 rip_x rip_y rip_z ~mylib/water_ripple.cal -s 0.25 0 4 1 1 1 0.25 # #Then apply this to your geometry by exactly matching the material name with the #material name used in DesignWorkshop. # ripply dielectric Glass_Block 0 0 5 0.72 0.72 0.72 1.5 0 # # Note: This works best if the geometry of the glass blocks is built # in a certain way, using one block for the outer surface of the glass block, # and using a smaller inner block (with chamfered corners) for the inner # cavity surface of the block. # # ## ------------------ Floor Tile ------------------ ## # # clay tiles with grout, compound material definition # clay_tiles.mat (From Auckland) # # a fairly useful clay_tile texture. The tiles are "wobbled" # and have colour variation. The mortar colour is white, the # tile colour is mainly orange-red. # #grout width= 0.04; tile dimensions=1.0 x 1.0; wobble=0.1; noise=0; # void texfunc tile_texture 4 tile_x tile_y tile_z ~matthews/materials/wobbly_tile.cal 0 5 .04 1.0 1.0 .1 0 # #grout width= 0.04; tile dimensions=1.0 x 1.0, color wobble=0.05; noise=0; # color of grout=1, 1, 1; color of tile .39, .28, .12 # tile_texture colorfunc tile_colour 4 tred tgreen tblue ~matthews/materials/colour_tile.cal 0 11 .04 1.0 1.0 .05 0 1 1 1 .39 .28 .12 # #Then apply this to your geometry by changing the color-code material name # tile_colour plastic (Color_41704_41705_65535) 0 0 5 1 1 1 0 0 # ## ------------------- Procedural Wood Grain ------------------- ## # # wood compound material definition, rev--960428.kmm # # wood_grain - pattern # # Set up the trigonometric pattern function: # # One parameter, A1 = magnitude of the pattern (from 0 to 1) # # xgrain ygrain zgrain # # size was -s 0.05 # dusty_med colorfunc wood_grain_pattern 8 xgrain ygrain zgrain /usr/local/lib/ray/woodpat.cal -s 0.1 -ry 90 0 1 0.3 # # line above was "1 0.5" at last test # # # wood_grain - texture # # Set up the trigonometric texture function: # # One parameter, A1 = depth of the texture (?) (from 0 to 1) # # size was -s 0.05 # wood_grain_pattern texfunc wood_grain_texture 8 xgrain_dx xgrain_dy xgrain_dz /usr/local/lib/ray/woodtex.cal -s 0.1 -ry 90 0 1 0.2 # # line above was "1 0.5" at last test # # finally, apply this to the plastic itself # wood_grain_texture plastic wood_with_grain 0 0 5 .5 .3 .2 0.002 0.001 # # # Color for light wood # 5 .5 .3 .2 0.002 0.001 # # Color for medium brown wood # 5 .3 .15 .05 0.001 0.0 # # then finally, susbtitute the actual color-name material of your polygons for # wood_with_grain so that the polygons are modified by this material definition # ## --------------------- Other Simple Materials ------------------------ ## # # plain concrete color void plastic concrete 0 0 5 .3 .3 .3 0 0 # plain wood floor color void plastic wood_floor 0 0 5 .3 .15 .05 .04 0.0 # light wood color void plastic light_wood 0 0 5 .5 .3 .2 0 0 # shingles color void plastic shingles 0 0 5 .3 .2 .1 0 0 # glossy white paint void plastic white_enamel_paint 0 0 5 .5 .5 .5 .02 .05 # flat gray paint void plastic gray_paint 0 0 5 .5 .5 .5 0 0 # brass metal void metal brass 0 0 5 .68 .27 .002 .95 0 # chrome metal void metal chrome 0 0 5 .8 .8 .8 .9 0 # simple glass void glass glass 0 0 3 .96 .96 .96 # a basic light source void light light 0 0 3 100 100 100 # ## ------------------------ Other --------------------------- ## # ########### (suggestions appreciated!) ############ # ## ------------------ End Materials Section ------------------ ## # # ## --------- Typical Sky and Ground (for reference) --------- ## # !gensky 3 21 16 +s -a 44 skyfunc glow skyglow 0 0 4 .8 .8 1 0 skyfunc glow groundglow 0 0 4 1.6 1.0 0.5 0 skyglow source sky 0 0 4 0 0 1 180 groundglow source ground 0 0 4 0 0 -1 180 # #### End sky and ground
Additional Desirable Content for This Page
- Other suggestions?
from Auckland collection:
sandstone
mahogany
bronze with patina
checkered tile
dunes
blue sky
cloudy sky
wood floor
University of Auckland Materials Collection
http://www.artifice.com/radiance/radmatlib.html