10.1.9  Object Modifiers

Manipulate the appearance of an object
OBJECT_MODIFIERS:
[OBJECT_PHOTONS] & [CLIPPED_BY] & [BOUNDED_BY] & [MATERIAL] & [INTERIOR] & [INTERIOR_TEXTURE] & [TEXTURE] & [PIGMENT] & [NORMAL] & [FINISH] & [TRANSFORMATION...] & [no_shadow] & [no_image[BOOL]] & [no_reflection{BOOL]] & [inverse] & [double_illuminate[BOOL]] & [hollow [BOOL]]
Specify how an object should interact with photons:
OBJECT_PHOTONS:
Jump to SDL
photons { OBJECT_PHOTON_ITEMS }
OBJECT_PHOTON_ITEMS:
[target [F_SPACING_MULT]] & [refraction BOOL] & [reflection BOOL] & [collect BOOL] & [pass_through [BOOL]]
Slice a portion of a shape:
CLIPPED_BY:
clipped_by { UNTEXTURED_SOLID_OBJECT... } |
clipped_by { bounded_by }
UNTEXTURED_SOLID_OBJECT:
FINITE_SOLID_OBJECT | INFINITE_SOLID_OBJECT
Note, neither with a texture applied.
Specify a bounding shape for an object:
BOUNDED_BY:
bounded_by { UNTEXTURED_SOLID_OBJECT... } |
bounded_by { clipped_by }

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10.1.9.1  UV Mapping

Map a texture to an object using surface coordinates:
UV_MAPPING:
Jump to SDL
uv_mapping PIGMENT | pigment { uv_mapping PIGMENT_BODY } |
uv_mapping NORMAL | normal { uv_mapping NORMAL_BODY } |
uv_mapping TEXTURE | texture { uv_mapping TEXTURE_BODY }

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10.1.9.2  Material

Group together surface textures and interior properties:
MATERIAL:
material { [MATERIAL_IDENTIFIER] [MATERIAL_ITEM ...] }
MATERIAL_ITEMS:
TEXTURE | INTERIOR_TEXTURE | INTERIOR | TRANSFORMATION

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10.1.9.3  Interior

Describe the interior of an object:
INTERIOR:
Jump to SDL
interior { [INTERIOR_IDENTIFIER] [INTERIOR_ITEMS] }
INTERIOR_ITEMS:
[ior FLOAT] & [dispersion FLOAT] & [dispersion_samples INT] & [caustics FLOAT] & [fade_distance FLOAT] & [fade_power FLOAT] & [fade_color COLOR] & [MEDIA...]

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10.1.9.4  Interior Texture

Describe the interior surface of an object:
INTERIOR_TEXTURE:
interior_texture { TEXTURE_BODY }

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