// 0 1 2 3 4 5 6 7 8 9 10 // Long Thick Hang Should flare dangle Fringe face tilt set face // cm >28 deg 0 - 1 cm cm >10cm wide deg back long #declare Long_Hair = array[11] { 45, 30, 5, .4 .4, 40, 15, 13, 10, 12, 30 } #declare SBS_Hair = array[11] { 5, 40, 0, .0, .4, 10, 15, 12, 10, 14, 15 } #declare Bald1_Hair= array[11] { 4, 37, -5, .0, .4, 10, 31, 10, 90, 14, 14 } #declare Med_Hair = array[11] { 10, 35, 5, .2 .4, 10, 15, 13, 10, 12, 30 } // 5 Neck front shape, .1 pointed, 1.5 squar2 // 9 sleeve long 0 to 1 upper arm, 1 to 2 forearm, Neg values shoulder hole in cms // 0 1 2 3 4 5 6 7 8 9 10 12 // thick long Hips Waist fall neck neck neck neck sleeve sleeve // long fill Fill deg shape back wide line long flare #declare Coat_Syle1 = array[12] {.4, 40, 1, 1, 0, 1.5, 10, 12, 20, -10, 1, 0 } #declare Jacket = array[12] {1, 55, 1, .7, 0, .1, 30, 6, 15, 2, 0, 0 } #declare Long_Jacket= array[12] {1, 60, 1, .4, 0, .1, 30, 6, 15, 2, 0, 0 } #declare Tee_Shirt = array[12] {.4, 40, 0, 0, 70, 1.2, 8, 13, 20, .2, 2, 0 } #declare Vest = array[12] {.2, 40, 0, 0, 70, 1.2, 8, 12, 20, -10, 0, 0 } #declare Brief_top = array[12] {.2, 27, 0, 0, 90, 2, 3, 40, 30, 0, 0, 0 } // 3 leg flare Neg upto -3 for taper // 0 1 2 3 // thick Waist Leg Leg // high Long Flare #declare Trou_Style1 = array[4] {.2, 2, 2, -3 } #declare Long_Tight = array[4] {.3, 2, 2, -3 } #declare Mid_Shin_Tight = array[4] {.2, 2, 1.5, -3 } #declare Short_Flare = array[4] {.1, 2, .5, 2} #declare Shorts = array[4] {.1, 2, .5, 0} #declare Briefs = array[4] {.5, 0, .2, 0 } #macro Long_Hair_Texture(Hair_Colour) texture { pigment{Hair_Colour} normal {bumps .05 scale < .002,.1,.1> turbulence 0} finish { specular .1} } #end #macro Short_Hair_Texture(Hair_Colour) texture { pigment {Hair_Colour} normal {bumps .1 scale < .005,.1,.1> turbulence .5} finish { specular .1} } #end #macro Curly_Hair_Texture(Hair_Colour) texture { pigment{Hair_Colour} normal {bumps .5 scale < .01,.01,.01> turbulence 1} finish { specular .1} } #end #macro Stripes(Base_Colour,Stripe_Colour,Width,Pitch,Direction) #declare Shadow_Colour = pigment {Base_Colour*<.2,.2,.2>}; texture { pigment { gradient x frequency Pitch color_map { [0.00 color Stripe_Colour] [Width color Stripe_Colour] [Width color Base_Colour] [1 color Base_Colour] } rotate Direction*z } normal { bumps .1 scale .001 } finish { specular .3 roughness .1} } // This does not really work! If the figure leans over the stripes stay horizontal. #end #macro Tartan(Base_Colour,Y_Colour,X_Colour,Stripe_Width,Stripe_Pitch) #declare Shadow_Colour = pigment {Base_Colour*<.2,.2,.2>}; texture {pigment {Base_Colour} } texture { pigment { // first set of stripes gradient x frequency Stripe_Pitch color_map { [0.00 color rgbt X_Colour] [Stripe_Width color rgbt X_Colour] [Stripe_Width color Clear] [1 color Clear] } } } texture { pigment { // second set of stripes gradient y frequency Stripe_Pitch color_map { [0.00 color rgbt Y_Colour] [Stripe_Width color rgbt Y_Colour] [Stripe_Width color Clear] [1 color Clear] } } } #end #macro Matt_Fabric(Base_Colour) #declare Shadow_Colour = pigment {Base_Colour*<.2,.2,.2>}; texture { pigment { Base_Colour}} #end #macro Shiny_Fabric(Base_Colour) #declare Shadow_Colour = pigment {Base_Colour*<.2,.2,.2>}; texture { pigment { Base_Colour} finish { specular .3 roughness .3} } #end #macro Plastic(Base_Colour) #declare Shadow_Colour = pigment {Base_Colour*<.2,.2,.2>}; texture { pigment { Base_Colour} finish { specular .4 roughness .1} } #end