2.5. Textures and patterns
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## 2.5. Textures and patterns

### 2.5.1. Listed pattern

### Chris Huff

Syntax is:

    pigment {
      listed FLOAT
      color_map { color_map stuff } } |
      pigment_map { pigment_map stuff } }
    }

    normal {
      listed FLOAT
      normal_map { normal_map stuff } }
    }

This "pattern" is simply a solid pattern, the value of `FLOAT` is used as the return value of the pattern. This means that the pattern listed at the specified `FLOAT` value is used as the pattern for the whole object.

This is very useful in having a progression of objects blending from one texture to another, and can also be useful in animating textures.

### 2.5.2. Displace warp for patterns

### Chris Huff

Syntax is:

    warp {
      displace {
        PATTERN | FUNCTION, COLOR_MAP
        type 0 | 1
      }
    }

Displaces the pattern by an amount determined by the PATTERN or FUNCTION and COLOR_MAP at each point.

In `type` 0, the rgb values of the pigment at each point are used as xyz displacement amounts.

In `type` 1, the brightness of the pigment color determines the directions and amounts points are pushed.

### 2.5.3. Noise pigment

### Chris Huff

Syntax is:

    pigment { noise_pigment { TYPE, MIN_COLOR, MAX_COLOR } }

TYPE:

- `0` - plain color
- `1` - plain monochrome
- `2` - Gaussian color
- `3` - Gaussian monochrome

Produces a "static" effect. This is a pigment, like an image_map, not a pattern. Anti-aliasing tends to mess it up when used in textures, and it is not animation-safe (unless you want an animated static effect). It can be used in an average map to add some noise to a pigment.

### 2.5.4. Fix for `normal` copying

### John Haggerty

In MegaPOV accuracy is preserved when texture with a normal is copied.

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