Section 7.6.7.24
Wrinkles

The wrinkles pattern was originally designed only to be used as a normal pattern. It uses a 1/f noise pattern similar to granite but the features in wrinkles are sharper. The pattern can be used to simulate wrinkled cellophane or foil. It also makes an excellent stucco texture.

When used as a normal pattern it uses a specialized normal perturbation function. This means that the wrinkles pattern cannot be used with normal map, slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern, the wrinkles pattern is similar to normal wrinkles but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the wrinkles pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.8
Pattern Modifiers

Pattern modifiers are statements or parameters which modify how a pattern is evaluated or tells what to do with the pattern. The modifiers color_map and pigment_map apply only to pigments. See section "Pigment". The modifiers bump_size, slope_map and normal_map apply only to normals. See section "Normal". The texture_map modifier can only be used with textures. See section "Texture Maps".

The pattern modifiers in the following section can be used with pigment, normal or texture patterns.


Section 7.6.8.1
Transforming Patterns

The most common pattern modifiers are the transformation modifiers translate, rotate, scale and matrix. For details on these commands see section "Transformations".

These modifiers may be placed inside pigment, normal and texture statements to change the position, size and orientation of the patterns.

In general the order of transformations relative to other pattern modifiers such as turbulence, color_map and other maps is not important. For example scaling before or after turbulence makes no difference. The turbulence is done first, then the scaling regardless of which is specified first. However the order in which transformations are performed relative to warp statements is important. See "Warps" for details.


Section 7.6.8.2
Frequency and Phase

The frequency and phase modifiers act as a type of scale and translate modifiers for color_map, pigment_map, normal_map, slope_map and texture_map. This discussion uses a color map as an example but the same principles apply to pigment maps, normal maps, slope maps and texture maps.

The frequency keyword adjusts the number of times that a color map repeats over one cycle of a pattern. For example gradient covers color map values 0 to 1 over the range from x=0 to x=1. By adding frequency 2.0 the color map repeats twice over that same range. The same effect can be achieved using scale 0.5*x so the frequency keyword isn't that useful for patterns like gradient.

However the radial pattern wraps the color map around the +y-axis once. If you wanted two copies of the map (or 3 or 10 or 100) you'd have to build a bigger map. Adding frequency 2.0 causes the color map to be used twice per revolution. Try this:

pigment { radial color_map{[0.5 color Red][0.5 color White]} frequency 6 }

The result is six sets of red and white radial stripes evenly spaced around the object.

The float after frequency can be any value. Values greater than 1.0 causes more than one copy of the map to be used. Values from 0.0 to 1.0 cause a fraction of the map to be used. Negative values reverses the map.

The phase value causes the be amap, slope map or wave type modifiers in a normal statement.

When used in pigment or texture statements the waves pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.7.23
Wood

The wood pattern consists of concentric cylinders centered on the z-axis. When appropriately colored, the bands look like the growth rings and veins in real wood. Small amounts of turbulence should be added to make it look more realistic. By default, wood has no turbulence.

Unlike most patterns, the wood pattern uses the triangle_wave wave type by default. This means that like marble, wood uses color map values 0.0 to 1.0 then repeats the colors in reverse order from 1.0 to 0.0. However you may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.


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Section 7.6.7.24
Wrinkles

The wrinkles pattern was originally designed only to be used as a normal pattern. It uses a 1/f noise pattern similar to granite but the features in wrinkles are sharper. The pattern can be used to simulate wrinkled cellophane or foil. It also makes an excellent stucco texture.

When used as a normal pattern it uses a specialized normal perturbation function. This means that the wrinkles pattern cannot be used with normal map, slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern, the wrinkles pattern is similar to normal wrinkles but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the wrinkles pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.8
Pattern Modifiers

Pattern modifiers are statements or parameters which modify how a pattern is evaluated or tells what to do with the pattern. The modifiers color_map and pigment_map apply only to pigments. See section "Pigment". The modifiers bump_size, slope_map and normal_map apply only to normals. See section "Normal". The texture_map modifier can only be used with textures. See section "Texture Maps".

The pattern modifiers in the following section can be used with pigment, normal or texture patterns.


Section 7.6.8.1
Transforming Patterns

The most common pattern modifiers are the transformation modifiers translate, rotate, scale and matrix. For details on these commands see section "Transformations".

These modifiers may be placed inside pigment, normal and texture statements to change the position, size and orientation of the patterns.

In general the order of transformations relative to other pattern modifiers such as turbulence, color_map and other maps is not important. For example scaling before or after turbulence makes no difference. The turbulence is done first, then the scaling regardless of which is specified first. However the order in which transformations are performed relative to warp statements is important. See "Warps" for details.


Section 7.6.8.2
Frequency and Phase

The frequency and phase modifiers act as a type of scale and translate modifiers for color_map, pigment_map, normal_map, slope_map and texture_map. This discussion uses a color map as an example but the same principles apply to pigment maps, normal maps, slope maps and texture maps.

The frequency keyword adjusts the number of times that a color map repeats over one cycle of a pattern. For example gradient covers color map values 0 to 1 over the range from x=0 to x=1. By adding frequency 2.0 the color map repeats twice over that same range. The same effect can be achieved using scale 0.5*x so the frequency keyword isn't that useful for patterns like gradient.

However the radial pattern wraps the color map around the +y-axis once. If you wanted two copies of the map (or 3 or 10 or 100) you'd have to build a bigger map. Adding frequency 2.0 causes the color map to be used twice per revolution. Try this:

pigment { radial color_map{[0.5 color Red][0.5 color White]} frequency 6 }

The result is six sets of red and white radial stripes evenly spaced around the object.

The float after frequency can be any value. Values greater than 1.0 causes more than one copy of the map to be used. Values from 0.0 to 1.0 cause a fraction of the map to be used. Negative values reverses the map.

The phase value causes the be amap, slope map or wave type modifiers in a normal statement.

When used in pigment or texture statements the waves pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.7.23
Wood

The wood pattern consists of concentric cylinders centered on the z-axis. When appropriately colored, the bands look like the growth rings and veins in real wood. Small amounts of turbulence should be added to make it look more realistic. By default, wood has no turbulence.

Unlike most patterns, the wood pattern uses the triangle_wave wave type by default. This means that like marble, wood uses color map values 0.0 to 1.0 then repeats the colors in reverse order from 1.0 to 0.0. However you may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.


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Section 7.6.7.24
Wrinkles

The wrinkles pattern was originally designed only to be used as a normal pattern. It uses a 1/f noise pattern similar to granite but the features in wrinkles are sharper. The pattern can be used to simulate wrinkled cellophane or foil. It also makes an excellent stucco texture.

When used as a normal pattern it uses a specialized normal perturbation function. This means that the wrinkles pattern cannot be used with normal map, slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern, the wrinkles pattern is similar to normal wrinkles but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the wrinkles pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.8
Pattern Modifiers

Pattern modifiers are statements or parameters which modify how a pattern is evaluated or tells what to do with the pattern. The modifiers color_map and pigment_map apply only to pigments. See section "Pigment". The modifiers bump_size, slope_map and normal_map apply only to normals. See section "Normal". The texture_map modifier can only be used with textures. See section "Texture Maps".

The pattern modifiers in the following section can be used with pigment, normal or texture patterns.


Section 7.6.8.1
Transforming Patterns

The most common pattern modifiers are the transformation modifiers translate, rotate, scale and matrix. For details on these commands see section "Transformations".

These modifiers may be placed inside pigment, normal and texture statements to change the position, size and orientation of the patterns.

In general the order of transformations relative to other pattern modifiers such as turbulence, color_map and other maps is not important. For example scaling before or after turbulence makes no difference. The turbulence is done first, then the scaling regardless of which is specified first. However the order in which transformations are performed relative to warp statements is important. See "Warps" for details.


Section 7.6.8.2
Frequency and Phase

The frequency and phase modifiers act as a type of scale and translate modifiers for color_map, pigment_map, normal_map, slope_map and texture_map. This discussion uses a color map as an example but the same principles apply to pigment maps, normal maps, slope maps and texture maps.

The frequency keyword adjusts the number of times that a color map repeats over one cycle of a pattern. For example gradient covers color map values 0 to 1 over the range from x=0 to x=1. By adding frequency 2.0 the color map repeats twice over that same range. The same effect can be achieved using scale 0.5*x so the frequency keyword isn't that useful for patterns like gradient.

However the radial pattern wraps the color map around the +y-axis once. If you wanted two copies of the map (or 3 or 10 or 100) you'd have to build a bigger map. Adding frequency 2.0 causes the color map to be used twice per revolution. Try this:

pigment { radial color_map{[0.5 color Red][0.5 color White]} frequency 6 }

The result is six sets of red and white radial stripes evenly spaced around the object.

The float after frequency can be any value. Values greater than 1.0 causes more than one copy of the map to be used. Values from 0.0 to 1.0 cause a fraction of the map to be used. Negative values reverses the map.

The phase value causes the be amap, slope map or wave type modifiers in a normal statement.

When used in pigment or texture statements the waves pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.7.23
Wood

The wood pattern consists of concentric cylinders centered on the z-axis. When appropriately colored, the bands look like the growth rings and veins in real wood. Small amounts of turbulence should be added to make it look more realistic. By default, wood has no turbulence.

Unlike most patterns, the wood pattern uses the triangle_wave wave type by default. This means that like marble, wood uses color map values 0.0 to 1.0 then repeats the colors in reverse order from 1.0 to 0.0. However you may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.


Next Section
Table Of Contents
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Section 7.6.7.24
Wrinkles

The wrinkles pattern was originally designed only to be used as a normal pattern. It uses a 1/f noise pattern similar to granite but the features in wrinkles are sharper. The pattern can be used to simulate wrinkled cellophane or foil. It also makes an excellent stucco texture.

When used as a normal pattern it uses a specialized normal perturbation function. This means that the wrinkles pattern cannot be used with normal map, slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern, the wrinkles pattern is similar to normal wrinkles but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the wrinkles pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.8
Pattern Modifiers

Pattern modifiers are statements or parameters which modify how a pattern is evaluated or tells what to do with the pattern. The modifiers color_map and pigment_map apply only to pigments. See section "Pigment". The modifiers bump_size, slope_map and normal_map apply only to normals. See section "Normal". The texture_map modifier can only be used with textures. See section "Texture Maps".

The pattern modifiers in the following section can be used with pigment, normal or texture patterns.


Section 7.6.8.1
Transforming Patterns

The most common pattern modifiers are the transformation modifiers translate, rotate, scale and matrix. For details on these commands see section "Transformations".

These modifiers may be placed inside pigment, normal and texture statements to change the position, size and orientation of the patterns.

In general the order of transformations relative to other pattern modifiers such as turbulence, color_map and other maps is not important. For example scaling before or after turbulence makes no difference. The turbulence is done first, then the scaling regardless of which is specified first. However the order in which transformations are performed relative to warp statements is important. See "Warps" for details.


Section 7.6.8.2
Frequency and Phase

The frequency and phase modifiers act as a type of scale and translate modifiers for color_map, pigment_map, normal_map, slope_map and texture_map. This discussion uses a color map as an example but the same principles apply to pigment maps, normal maps, slope maps and texture maps.

The frequency keyword adjusts the number of times that a color map repeats over one cycle of a pattern. For example gradient covers color map values 0 to 1 over the range from x=0 to x=1. By adding frequency 2.0 the color map repeats twice over that same range. The same effect can be achieved using scale 0.5*x so the frequency keyword isn't that useful for patterns like gradient.

However the radial pattern wraps the color map around the +y-axis once. If you wanted two copies of the map (or 3 or 10 or 100) you'd have to build a bigger map. Adding frequency 2.0 causes the color map to be used twice per revolution. Try this:

pigment { radial color_map{[0.5 color Red][0.5 color White]} frequency 6 }

The result is six sets of red and white radial stripes evenly spaced around the object.

The float after frequency can be any value. Values greater than 1.0 causes more than one copy of the map to be used. Values from 0.0 to 1.0 cause a fraction of the map to be used. Negative values reverses the map.

The phase value causes the be amap, slope map or wave type modifiers in a normal statement.

When used in pigment or texture statements the waves pattern uses the ramp_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map and texture_map.


Section 7.6.7.23
Wood

The wood pattern consists of concentric cylinders centered on the z-axis. When appropriately colored, the bands look like the growth rings and veins in real wood. Small amounts of turbulence should be added to make it look more realistic. By default, wood has no turbulence.

Unlike most patterns, the wood pattern uses the triangle_wave wave type by default. This means that like marble, wood uses color map values 0.0 to 1.0 then repeats the colors in reverse order from 1.0 to 0.0. However you may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.


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