### Section 7.6.7.7
Crackle

The crackle pattern is a set of random tiled polygons. With a large scale and no turbulence it makes a pretty good stone wall or floor. With a small scale and no turbulence it makes a pretty good crackle ceramic glaze. Using high turbulence it makes a good marble that avoids the problem of apparent parallel layers in traditional marble.

Mathematically, the set crackle(p)=0 is a 3D Voronoi diagram of a field of semi random points and crackle(p) < 0 is the distance from the set along the shortest path (a Voronoi diagram is the locus of points equidistant from their two nearest neighbors from a set of disjoint points, like the membranes in suds are to the centers of the bubbles).

The crackle 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, normal_map, slope_map and texture_map.

### Section 7.6.7.8
Dents

The dents pattern was originally designed only to be used as a normal pattern. It is especially interesting when used with metallic textures. It gives impressions into the metal surface that look like dents have been beaten into the surface with a hammer. Usually the dents are about 1 unit apart.

When used as a normal pattern, dents uses a specialized normal perturbation function. This means that the dents 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 dents pattern is similar to normal dents but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the dents 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 7.6.7.9
Gradient

One of the simplest patterns is the gradient pattern. It is specified as

      pigment {gradient VECTOR}

where VECTOR is a vector pointing in the direction that the colors blend. For example

       pigment { gradient x } // bands of color vary as you move
                              // along the "x" direction.

produces a series of smooth bands of color that look like layers of colors next to each other. Points at x=0 are the first color in the color map. As the x location increases it smoothly turns to the last color at x=1. Then it starts over with the first again and gradually turns into the last color at x=2. The pattern reverses for negative values of x. Using gradient y or gradient z makes the colors blend along the y- or z-axis. Any vector may be used but x, y and z are most common.

As a normal pattern, gradient generates a saw-tooth or ramped wave appearance. The syntax is

       normal { gradient VECTOR, BUMP_FLOAT}

where the VECTOR giving the orientation is a required parameter but the BUMP_FLOAT bump size which follows is optional.

The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.10
Granite

This pattern uses a simple 1/f fractal noise function to give a good granite pattern. This pattern is used with creative color maps in stones.inc to create some gorgeous layered stone textures.

As a normal pattern it creates an extremely bumpy surface that looks like a gravel driveway or rough stone.

The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.11
Hexagon

The hexagon pattern is a block pattern that generates a repeating pattern of hexagons in the x-y-plane. In this instance imagine tall rods that are hexagonal in shape and are parallel to the y-axis and grouped in bundles like shown in the example image. Three separate colors should be specified as follows:

      pigment { hexagon COLOR_1, COLOR_2, COLOR_3 }

The hexagon pattern.

The three colors will repeat the hexagonal pattern with hexagon COLOR_1 centered at the origin, COLOR_2 in the +z-direction and COLOR_3 to either side. Each side of the hexagon is one unit long. The hexagonal rods of color extend infinitely in the +y- and -y-directions. If no colors are specified then default blue, green and red colors are used.

You may also use pigment statements in place of the colors. For example:

      pigment {
        hexagon pigment { Jade },
                pigment { White_Marble },
                pigment { Black_Marble }
      }

When used with normals, the syntax is

      normal { hexagon BUMP_FLOAT }

Where BUMP_FLOAT is an optional bump size float value. You may also use full normal statements. For example:

      normal {
        hexagon
          normal { gradient x scale .2 },
          normal { gradient y scale .2 },
          normal { bumps scale .2 }
      }

When used with textures, the syntax is...

      texture {
        hexagon
          texture { T_Gold_3A },
          texture { T_Wood_3A },
          texture { Stone12 }
      }

This is a block pattern which cannot use wave types, color map, or slope map modifiers.

### Section 7.6.7.12
Leopard

Leopard creates regular geometric pattern of circular spots.

The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.13
Mandel

The mandel pattern computes the standard Mandelbrot fractal pattern and projects it onto the x-y-plane. It uses the x and y coordinates to compute the Mandelbrot set. The pattern is specified with the keyword mandel followed by an integer number. This number is the maximum number of iterations to be used to compute the set. Typical values range from 10 up to 256 but any positive integer may be used. For example:

      pigment {
        mandel 25
        color_map {
          [0.0  color Cyan]
          [0.3  color Yellow]
          [0.6  color Magenta]
          [1.0  color Cyan]
        }
        scale .5
      }

The value passed to the color map is computed by the formula:

      value = number_of_iterations / max_iterations

When used as a normal pattern, the syntax is...

      normal {
        mandel ITER, BUMP_AMOUNT
      }

where the required integer ITER value is optionally followed by a float bump size.

The pattern extends infinitely in the z-direction similar to a planar image map. The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.14
Marble

The marble pattern is very similar to the gradient x pattern. The gradient pattern uses a default ramp_wave wave type which means it uses colors from the color map from 0.0 up to 1.0 at location x=1 but then jumps back to the first color for x > 1 and repeats the pattern again and again. However the marble pattern uses the triangle_wave wave type in which it uses the color map from 0 to 1 but then it reverses the map and blends from 1 back to zero. For example:

      pigment {
        gradient x
        color_map {
          [0.0  color Yellow]
          [1.0  color Cyan]
        }
      }

This blends from yellow to cyan and then it abruptly changes back to yellow and repeats. However replacing gradient x with marble smoothly blends from yellow to cyan as the x coordinate goes from 0.0 to 0.5 and then smoothly blends back from cyan to yellow by x=1.0.

Earlier versions of POV-Ray did not allow you to change wave types. Now that wave types can be changed for most any pattern, the distinction between marble and gradient x is only a matter of default wave types.

When used with turbulence and an appropriate color map, this pattern looks like veins of color of real marble, jade or other types of stone. By default, marble has no turbulence.

The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.

### Section 7.6.7.15
Onion

Onion is a pattern of concentric spheres like the layers of an onion. Each layer is one unit thick.

The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.16
Quilted

The quilted pattern was originally designed only to be used as a normal pattern. The quilted pattern is so named because it can create a pattern somewhat like a quilt or a tiled surface. The squares are actually 3-D cubes that are 1 unit in size.

When used as a normal pattern it uses a specialized normal perturbation function. This means that the quilted 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 quilted pattern is similar to normal quilted but is not identical as are most normals when compared to pigments. When used in pigment or texture statements the quilted 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.

The two parameters control0 and control1 are used to adjust the curvature of the seam or gouge area between the quilts. The syntax is:

      normal {
        quilted AMOUNT
        control0 C0
        control1 C1
      }

The values should generally be kept to around the 0.0 to 1.0 range. The default value is 1.0 if none is specified. Think of this gouge between the tiles in cross-section as a sloped line.

Quilted pattern with c0=0 and different values for c1.

Quilted pattern with c0=0.33 and different values for c1.

Quilted pattern with c0=0.67 and different values for c1.

Quilted pattern with c0=1 and different values for c1.

This straight slope can be made to curve by adjusting the two control values. The control values adjust the slope at the top and bottom of the curve. A control values of 0 at both ends will give a linear slope, as shown above, yielding a hard edge. A control value of 1 at both ends will give an "s" shaped curve, resulting in a softer, more rounded edge.

### Section 7.6.7.17
Radial

The radial pattern is a radial blend that wraps around the +y-axis. The color for value 0.0 starts at the +x-direction and wraps the color map around from east to west with 0.25 in the -z-direction, 0.5 in -x, 0.75 at +z and back to 1.0 at +x. Typically the pattern is used with a frequency modifier to create multiple bands that radiate from the y-axis.

The 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, normal_map, slope_map and texture_map.

### Section 7.6.7.18
Ripples

The ripples pattern was originally designed only to be used as a normal pattern. It makes the surface look like ripples of water. The ripples radiate from 10 random locations inside the unit cube area <0,0,0> to <1,1,1>. Scale the pattern to make the centers closer or farther apart.

Usually the ripples from any given center are about 1 unit apart. The frequency keyword changes the spacing between ripples. The phase keyword can be used to move the ripples outwards for realistic animation.

The number of ripple centers can be changed with the global parameter global_settings { number_of_waves FLOAT } somewhere in the scene. This affects the entire scene. You cannot change the number of wave centers on individual patterns. See section "Number_Of_Waves" for details.

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

When used in pigment or texture statements the ripples 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 7.6.7.19
Spiral1

The spiral1 pattern creates a spiral that winds around the y-axis similar to a screw. Its syntax is:

      pigment {
        spiral1 NUMBER_OF_ARMS
      }

The NUMBER_OF_ARMS value determines how may arms are winding around the y-axis.

The pattern uses the triangle_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.

### Section 7.6.7.20
Spiral2

The spiral2 pattern is a modification of the spiral1 pattern with an extraordinary look.

The pattern uses the triangle_wave wave type by default but may use any wave type. The pattern may be used with color_map, pigment_map, normal_map, slope_map and texture_map.

### Section 7.6.7.21
Spotted

The spotted pattern is identical to the bozo pattern. Early versions of POV-Ray did not allow turbulence to be used with spotted. Now that any pattern can use turbulence there is no difference between bozo and spotted. See section "Bozo" for details.

### Section 7.6.7.22
Waves

The waves pattern was originally designed only to be used as a normal pattern. The waves pattern looks similar to the ripples pattern except the features are rounder and broader. The effect is to make waves that look more like deep ocean waves. The waves radiate from ten random locations inside the unit cube area <0,0,0> to <1,1,1>. Scale the pattern to make the centers closer or farther apart.

Usually the waves from any given center are about 1 unit apart. The frequency keyword changes the spacing between waves. The phase keyword can be used to move the waves outwards for realistic animation.

The number of ripple centers can be changed with the global parameter global_settings { number_of_waves FLOAT } somewhere in the scene. This affects the entire scene. You cannot change the number of wave centers on individual patterns. See section "Number_Of_Waves" for details.

When used as a normal pattern, waves uses a specialized normal perturbation function. This means that the waves pattern cannot be used with normal map, 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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