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How to use your GRASP surface files in Pov4Grasp
Part 1: Getting started
Part 1
Part 2
Part 3
Part 4
- Our first trial
- Let's add some finishes
- Adding (multi-layered) textures
Let's start with the most simple thing we can do. The following example
shows the minimal definition of the grasp_surface object (apart from
the scale command and correct_translate() macro). Its first
item must be the name of the GRASP surface file within quotes; here it's
"crambin.srf". The object uses default parameters, so it is simply
colored white.
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test01.p4g (script below)
scene.inc
crambin.srf.gz
#version 3.1;
#include "scene.inc"
grasp_surface
{
"crambin.srf"
scale <1,1,-SYSTEM>
correct_translate(-11,-10.5,0)
}
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The surface looks like what you get by default in your GRASP session,
with added projected shadows and a floor. Now let's change a bit the texture
of the surface. We want it to be shiny like porcelain; this can be done
through a standard finish statement as below:
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test02.p4g
scene.inc
crambin.srf.gz
#version 3.1;
#include "scene.inc"
grasp_surface
{
"crambin.srf"
finish{ diffuse 0.6 specular 0.75 roughness 0.005 }
scale <1,1,-SYSTEM>
correct_translate(-11,-10.5,0)
}
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And what about more sophisticated textures ? As for any standard object,
you can assign one or more textures to the grasp_surface definition,
such as to get this stone appearence:
Adding (multi-layered) textures |
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test03.p4g
scene.inc
crambin.srf.gz
#version 3.1;
#include "scene.inc"
#include "colors.inc"
#include "textures.inc"
#include "stones.inc"
grasp_surface
{
"crambin.srf"
texture{ T_Stone9 rotate<-30,15,5> scale 4.5 }
normal { bumps 0.9 }
finish{ diffuse 0.6 specular 0.75 roughness 0.005 }
scale <1,1,-SYSTEM>
correct_translate(-11,-10.5,0)
}
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All those things are really simple and work just like
any other POV-Ray object. A stone texture is interesting, but probably not
much useful in the field of structural biology... In the next part we discuss
on how to map some relevant property on the molecular surface.
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