#ifndef(Finish_Inc_Temp) #declare Finish_Inc_Temp = version; #version 3.5; #ifdef(View_POV_Include_Stack) # debug "including finish.inc\n" #end /* Persistence of Vision Raytracer Version 3.1 Some basic finishes. Others may be defined in specific .inc files (see metals.inc). */ // Dull creates a large, soft highlight on the object's surface #declare Dull = finish {specular 0.5 roughness 0.15} // Shiny creates a small, tight highlight on the object's surface #declare Shiny = finish {specular 1 roughness 0.001} // Phong highlights are less "realistic" than specular, but useful // for different effects. // Dull creates a large, soft highlight on the object's surface #declare Phong_Dull = finish {phong 0.5 phong_size 1} // Shiny creates a small, tight highlight on the object's surface #declare Phong_Shiny = finish {phong 1 phong_size 200} // Very shiny with very tight highlights and a fair amount of reflection #declare Glossy = finish {specular 1 roughness 0.0001 reflection 0.13} #declare Phong_Glossy = finish {phong 1 phong_size 300 reflection 0.13} // Luminous for shadowless skies and light_sources. #declare Luminous = finish {ambient 1 diffuse 0} // a perfectly mirrored finish with no highlights #declare Mirror = finish {ambient 0 diffuse 0 reflection 1} #version Finish_Inc_Temp; #end