// Textured pass / material override template // NOTE: The referenced file "202602130759_render_1.pov" was not included in the message content. // Paste its contents below where indicated, or replace the placeholder include with your scene. // This file is syntactically valid POV-Ray SDL and ready to render as-is. // ---------- Render settings (fast iteration) ---------- #version 3.7; global_settings { assumed_gamma 1.0 max_trace_level 8 } // ---------- Camera / Light / Background (warm, soft) ---------- background { color rgb <0.96, 0.95, 0.93> } camera { location <0, 2.2, -7.5> look_at <0, 1.2, 0> angle 35 } light_source { <6, 8, -6> color rgb <1.00, 0.86, 0.70>*1.15 area_light <1.4,0,0>, <0,0,1.4>, 5, 5 adaptive 1 jitter } light_source { <-5, 5.5, -2> color rgb <1.00, 0.90, 0.78>*0.55 area_light <1.0,0,0>, <0,0,1.0>, 4, 4 adaptive 1 jitter } // ---------- Simple materials (no image textures; fast) ---------- #declare Fin_Soft = finish { diffuse 0.75 brilliance 1.2 specular 0.25 roughness 0.06 } #declare Fin_Matte = finish { diffuse 0.85 specular 0.05 roughness 0.12 } #declare Fin_Metal = finish { diffuse 0.35 specular 0.85 roughness 0.02 metallic } #declare Mat_Wood = texture { pigment { wood color_map { [0.00 color rgb <0.36, 0.22, 0.12>] [0.35 color rgb <0.55, 0.34, 0.18>] [0.70 color rgb <0.42, 0.25, 0.13>] [1.00 color rgb <0.62, 0.40, 0.22>] } turbulence 0.05 scale 0.35 rotate <0, 20, 0> } finish { Fin_Soft } } #declare Mat_Fabric = texture { pigment { // subtle weave impression using granite granite color_map { [0.00 color rgb <0.18, 0.18, 0.20>] [0.55 color rgb <0.22, 0.22, 0.25>] [1.00 color rgb <0.28, 0.28, 0.32>] } scale 0.12 } finish { diffuse 0.85 specular 0.08 roughness 0.18 } } #declare Mat_Skin = texture { pigment { color rgb <0.86, 0.72, 0.62> } normal { bumps 0.25 scale 0.08 } finish { diffuse 0.8 specular 0.18 roughness 0.07 } } #declare Mat_Paint_Red = texture { pigment { color rgb <0.70, 0.15, 0.12> } finish { Fin_Soft } } #declare Mat_Paint_Blue = texture { pigment { color rgb <0.12, 0.22, 0.68> } finish { Fin_Soft } } #declare Mat_Metal_Brass = texture { pigment { color rgb <0.78, 0.62, 0.26> } finish { Fin_Metal } } #declare Mat_Rubber = texture { pigment { color rgb <0.08, 0.08, 0.09> } finish { Fin_Matte } } #declare Mat_WhitePlastic = texture { pigment { color rgb <0.92, 0.92, 0.94> } finish { diffuse 0.75 specular 0.35 roughness 0.045 } } // ---------- Ground (neutral studio floor) ---------- plane { y, 0 texture { pigment { color rgb <0.90, 0.88, 0.85> } finish { diffuse 0.85 specular 0.08 roughness 0.10 } } } // ---------- USER SCENE INSERT ---------- // Option A (recommended): paste the full contents of 202602130759_render_1.pov below // and then apply textures by wrapping/overriding at object level. // // Option B: include the file if available to POV-Ray at render time: #declare USER_SCENE_AVAILABLE = 0; #if (USER_SCENE_AVAILABLE) #include "202602130759_render_1.pov" #else // Placeholder “marionette-like” rig so this file renders something. // Replace with your actual scene content. union { // Body cylinder { <0,0.75,0>, <0,1.65,0>, 0.22 texture { Mat_Fabric } } sphere { <0,1.85,0>, 0.25 texture { Mat_Skin } } // Arms cylinder { <0.22,1.50,0>, <0.75,1.25,0>, 0.08 texture { Mat_Fabric } } cylinder { <-0.22,1.50,0>, <-0.75,1.25,0>, 0.08 texture { Mat_Fabric } } // Legs cylinder { <0.10,0.75,0>, <0.18,0.20,0>, 0.09 texture { Mat_Fabric } } cylinder { <-0.10,0.75,0>, <-0.18,0.20,0>, 0.09 texture { Mat_Fabric } } // Shoes sphere { <0.18,0.12,0.05>, 0.11 texture { Mat_Rubber } } sphere { <-0.18,0.12,0.05>, 0.11 texture { Mat_Rubber } } // Control bar cylinder { <-1.2,2.7,0>, <1.2,2.7,0>, 0.04 texture { Mat_Metal_Brass } } // Strings cylinder { <0,2.7,0>, <0,2.05,0>, 0.007 texture { Mat_WhitePlastic } } cylinder { <0.60,2.7,0>, <0.65,1.35,0>, 0.006 texture { Mat_WhitePlastic } } cylinder { <-0.60,2.7,0>, <-0.65,1.35,0>, 0.006 texture { Mat_WhitePlastic } } translate <0,0,0> } #end