1.0 | Using POV-Ray for Unix |
1.1 | Introduction |
1.1.1 | What is POV-Ray™? |
1.1.2 | What is POV-Ray for Unix? |
1.1.2.1 | ... And What Is It Not? |
1.1.3 | Who Can Use POV-Ray for Unix? |
1.1.4 | Spelling |
1.1.5 | Reporting Bugs |
1.1.6 | Trademarks |
1.2 | New Features |
1.2.1 | I/O Restrictions |
1.2.2 | Display Options |
1.3 | Getting Started |
1.3.1 | Starting a Render Job |
1.3.2 | Tutorials |
1.4 | I/O Restrictions |
1.4.1 | High-Level Configuration |
1.4.1.1 | Overall Options |
1.4.1.1.1 | No Restrictions |
1.4.1.1.2 | Restrict Write but Allow Read |
1.4.1.1.3 | Restrict Read/Write |
1.4.1.2 | Restrictions Affect all Core File I/O |
1.4.1.3 | Additional Options |
1.4.1.3.1 | Permit Read/Write in Current Directory |
1.4.1.3.2 | Disable Starting other Programs |
1.4.2 | Low-Level Configuration |
1.4.2.1 | Overall Concept |
1.4.2.2 | Adding or Changing Allowed Directories |
1.5 | Understanding File Types |
1.5.1 | POV Files |
1.5.2 | INI Files |
1.5.2.1 | INI File Sections |
1.6 | Understanding POV-Ray Options |
1.6.1 | Special Command-Line Options |
1.7 | Bug Reports |
1.7.1 | Feature Requests are not bugs |
1.7.2 | Known Bugs |
1.7.3 | Spelling |
1.7.4 | Bug Reporting via Email |
1.7.5 | Bug Reporting via our News Server |
1.8 | Speed Considerations |
1.8.1 | Render Priority |
1.8.2 | Render Window |
1.8.3 | Memory |
1.8.4 | Scene Features |
1.8.5 | Render Quality |
1.9 | POV-Ray Accessories |
1.9.1 | The IRTC CDROM's |
1.9.2 | The IRTC CDROM (Year Three) |
1.9.3 | The IRTC CDROM (Year Two) |
1.9.4 | The IRTC CDROM (Year One) |
2.0 | Introduction to POV-Ray |
2.1 | Program Description |
2.2 | What is Ray-Tracing? |
2.3 | What is POV-Ray? |
2.3.1 | Features |
2.3.2 | The Early History of POV-Ray |
2.3.2.1 | The Original Creation Message |
2.3.2.2 | The Name |
2.3.2.3 | A Historic 'Version History' |
2.4 | How Do I Begin? |
2.5 | Notation and Basic Assumptions |
2.6 | What's New in POV-Ray 3.5? |
2.6.1 | Noise Changes |
2.6.2 | Photons, Dispersion and Improved Radiosity |
2.6.3 | New Light Source Types and Light Groups |
2.6.4 | Isosurface and Parametric Objects |
2.6.5 | Sphere Sweep Object |
2.6.6 | New More Compact Mesh Object & Solid Mesh |
2.6.7 | UV Mapping |
2.6.8 | Improved Textures |
2.6.9 | Improved and Faster Media |
2.6.10 | New Patterns |
2.6.11 | New Functions |
2.6.12 | Additional New Features |
2.6.13 | Bug Fixes and Enhancements |
2.6.14 | Changed features that may 'break' old scenes |
2.6.15 | New Keywords |
3.0 | Beginning Tutorial |
3.1 | Our First Image |
3.1.1 | Understanding POV-Ray's Coordinate System |
3.1.2 | Adding Standard Include Files |
3.1.3 | Adding a Camera |
3.1.4 | Describing an Object |
3.1.5 | Adding Texture to an Object |
3.1.6 | Defining a Light Source |
3.2 | Basic Shapes |
3.2.1 | Box Object |
3.2.2 | Cone Object |
3.2.3 | Cylinder Object |
3.2.4 | Plane Object |
3.2.5 | Torus Object |
3.3 | CSG Objects |
3.3.1 | What is CSG? |
3.3.2 | CSG Union |
3.3.3 | CSG Intersection |
3.3.4 | CSG Difference |
3.3.5 | CSG Merge |
3.3.6 | CSG Pitfalls |
3.3.6.1 | Co-incident Surfaces |
3.4 | Spline Based Shapes |
3.4.1 | Lathe Object |
3.4.1.1 | Understanding The Concept of Splines |
3.4.2 | Surface of Revolution Object |
3.4.3 | Prism Object |
3.4.3.1 | Teaching An Old Spline New Tricks |
3.4.3.2 | Smooth Transitions |
3.4.3.3 | Multiple Sub-Shapes |
3.4.3.4 | Conic Sweeps And The Tapering Effect |
3.4.4 | Sphere Sweep Object |
3.4.5 | Bicubic Patch Object |
3.4.6 | Text Object |
3.5 | Polygon Based Shapes |
3.5.1 | Mesh Object |
3.5.2 | Mesh2 Object |
3.5.2.1 | Smooth triangles and mesh2 |
3.5.2.2 | UV mapping and mesh2 |
3.5.2.3 | A separate texture per triangle |
3.5.3 | Polygon Object |
3.6 | Other Shapes |
3.6.1 | Blob Object |
3.6.1.1 | Component Types and Other New Features |
3.6.1.2 | Complex Blob Constructs and Negative Strength |
3.6.2 | Height Field Object |
3.6.3 | Isosurface Object |
3.6.3.1 | simple functions |
3.6.3.2 | several surfaces |
3.6.3.3 | non-linear functions |
3.6.3.4 | internal functions |
3.6.3.5 | Combining isosurface functions |
3.6.3.6 | noise and pigment functions |
3.6.3.7 | accuracy, max_gradient, etc. |
3.6.4 | Poly Object |
3.6.4.1 | Creating the polynomial function |
3.6.4.2 | Writing the polynomial vector |
3.6.5 | Superquadric Ellipsoid Object |
3.7 | The Light Source |
3.7.1 | The Pointlight Source |
3.7.2 | The Spotlight Source |
3.7.3 | The Cylindrical Light Source |
3.7.4 | The Area Light Source |
3.7.5 | The Ambient Light Source |
3.7.6 | Light Source Specials |
3.7.6.1 | Using Shadowless Lights |
3.7.6.2 | Assigning an Object to a Light Source |
3.7.6.3 | Using Light Fading |
3.8 | Simple Texture Options |
3.8.1 | Surface Finishes |
3.8.2 | Adding Bumpiness |
3.8.3 | Creating Color Patterns |
3.8.4 | Pre-defined Textures |
3.9 | Advanced Texture Options |
3.9.1 | Pigments |
3.9.1.1 | Using Color List Pigments |
3.9.1.2 | Using Pigment and Patterns |
3.9.1.3 | Using Pattern Modifiers |
3.9.1.4 | Using Transparent Pigments and Layered Textures |
3.9.1.5 | Using Pigment Maps |
3.9.2 | Normals |
3.9.2.1 | Using Basic Normal Modifiers |
3.9.2.2 | Blending Normals |
3.9.3 | Finishes |
3.9.3.1 | Using Ambient |
3.9.3.2 | Using Surface Highlights |
3.9.3.3 | Using Reflection, Metallic and Metallic |
3.9.3.4 | Using Iridescence |
3.9.4 | Working With Pigment Maps |
3.9.5 | Working With Normal Maps |
3.9.6 | Working With Texture Maps |
3.9.7 | Working With List Textures |
3.9.8 | What About Tiles? |
3.9.9 | Average Function |
3.9.10 | Working With Layered Textures |
3.9.10.1 | Declaring Layered Textures |
3.9.10.2 | Another Layered Textures Example |
3.9.11 | When All Else Fails: Material Maps |
3.9.12 | Limitations Of Special Textures |
3.10 | Using the Camera |
3.10.1 | Using Focal Blur |
3.11 | Using Atmospheric Effects |
3.11.1 | The Background |
3.11.2 | The Sky Sphere |
3.11.2.1 | Creating a Sky with a Color Gradient |
3.11.2.2 | Adding the Sun |
3.11.2.3 | Adding Some Clouds |
3.11.3 | The Fog |
3.11.3.1 | A Constant Fog |
3.11.3.2 | Setting a Minimum Translucency |
3.11.3.3 | Creating a Filtering Fog |
3.11.3.4 | Adding Some Turbulence to the Fog |
3.11.3.5 | Using Ground Fog |
3.11.3.6 | Using Multiple Layers of Fog |
3.11.3.7 | Fog and Hollow Objects |
3.11.4 | The Rainbow |
3.11.4.1 | Starting With a Simple Rainbow |
3.11.4.2 | Increasing the Rainbow's Translucency |
3.11.4.3 | Using a Rainbow Arc |
3.12 | Making Animations |
3.12.1 | The Clock Variable: Key To It All |
3.12.2 | Clock Dependant Variables And Multi-Stage Animations |
3.12.3 | The Phase Keyword |
3.12.4 | Do Not Use Jitter Or Crand |
3.12.5 | INI File Settings |
4.0 | Advanced Tutorial |
4.1 | Radiosity Tutorial |
4.1.1 | Introduction |
4.1.2 | Radiosity with conventional lighting |
4.1.3 | Radiosity without conventional lighting |
4.1.4 | Normals and Radiosity |
4.1.5 | Performance considerations |
4.2 | POV-Ray SDL tutorial: A raytracer |
4.2.1 | Introduction |
4.2.2 | The idea and the code |
4.2.3 | Short introduction to raytracing |
4.2.4 | Global settings |
4.2.5 | Scene definition |
4.2.6 | Initializing the raytracer |
4.2.7 | Ray-sphere intersection |
4.2.7.1 | Inner workings of a #macro |
4.2.7.2 | The ray-sphere intersection macro |
4.2.8 | The Trace macro |
4.2.8.1 | Calculating the closest intersection |
4.2.8.2 | If the ray doesn't hit anything |
4.2.8.3 | Calculating the color of the pixel |
4.2.8.3.1 | Initializing color calculations |
4.2.8.3.2 | Going through the light sources |
4.2.8.3.3 | Shadow test |
4.2.8.3.4 | Diffuse lighting |
4.2.8.3.5 | Specular lighting |
4.2.8.3.6 | Reflection Calculation |
4.2.9 | Calculating the image |
4.2.10 | Creating the colored mesh |
4.2.10.1 | The structure of the mesh |
4.2.10.2 | Creating the mesh |
4.2.10.2.1 | Creating the vertex points |
4.2.10.2.2 | Creating the textures |
4.2.10.2.3 | Creating the triangles |
4.2.11 | The Camera-setup |
5.0 | POV-Ray Options |
5.1 | Setting POV-Ray Options |
5.1.1 | Command Line Switches |
5.1.2 | Using INI Files |
5.1.3 | Using the POVINI Environment Variable |
5.2 | Options Reference |
5.2.1 | Animation Options |
5.2.1.1 | External Animation Loop |
5.2.1.2 | Internal Animation Loop |
5.2.1.3 | Subsets of Animation Frames |
5.2.1.4 | Cyclic Animation |
5.2.1.5 | Field Rendering |
5.2.2 | Output Options |
5.2.2.1 | General Output Options |
5.2.2.1.1 | Height and Width of Output |
5.2.2.1.2 | Partial Output Options |
5.2.2.1.3 | Interrupting Options |
5.2.2.1.4 | Resuming Options |
5.2.2.2 | Display Output Options |
5.2.2.2.1 | Display Hardware Settings |
5.2.2.2.2 | Setting your Display Gamma |
5.2.2.2.3 | Display Related Settings |
5.2.2.2.4 | Mosaic Preview |
5.2.2.3 | File Output Options |
5.2.2.3.1 | Output File Type |
5.2.2.3.2 | Output File Name |
5.2.2.3.3 | Output File Buffer |
5.2.2.4 | CPU Utilization Histogram |
5.2.2.4.1 | File Type |
5.2.2.4.2 | File Name |
5.2.2.4.3 | Grid Size |
5.2.3 | Scene Parsing Options |
5.2.3.1 | Constant |
5.2.3.2 | Input File Name |
5.2.3.3 | Include File Name |
5.2.3.4 | Library Paths |
5.2.3.5 | Language Version |
5.2.4 | Shell-out to Operating System |
5.2.4.1 | String Substitution in Shell Commands |
5.2.4.2 | Shell Command Sequencing |
5.2.4.3 | Shell Command Return Actions |
5.2.5 | Text Output |
5.2.5.1 | Text Streams |
5.2.5.2 | Console Text Output |
5.2.5.3 | Directing Text Streams to Files |
5.2.5.4 | Warning Level |
5.2.5.5 | Help Screen Switches |
5.2.6 | Tracing Options |
5.2.6.1 | Quality Settings |
5.2.6.2 | Automatic Bounding Control |
5.2.6.3 | Removing User Bounding |
5.2.6.4 | Anti-Aliasing Options |
6.0 | Scene Description Language |
6.1 | Language Basics |
6.1.1 | Identifiers and Keywords |
6.1.2 | Comments |
6.1.3 | Float Expressions |
6.1.3.1 | Float Literals |
6.1.3.2 | Float Identifiers |
6.1.3.3 | Float Operators |
6.1.3.4 | Built-in Float Identifiers |
6.1.3.4.1 | Constant Identifiers |
6.1.3.4.2 | Clock Identifiers |
6.1.3.4.3 | Image Size Identifiers |
6.1.3.4.4 | Version Identifier |
6.1.3.5 | Boolean Keywords |
6.1.3.6 | Float Functions |
6.1.4 | Vector Expressions |
6.1.4.1 | Vector Literals |
6.1.4.2 | Vector Identifiers |
6.1.4.3 | Vector Operators |
6.1.4.4 | Operator Promotion |
6.1.4.5 | Built-in Vector Identifiers |
6.1.4.6 | Vector Functions |
6.1.5 | Specifying Colors |
6.1.5.1 | Color Vectors |
6.1.5.2 | Color Keywords |
6.1.5.3 | Color Identifiers |
6.1.5.4 | Color Operators |
6.1.5.5 | Common Color Pitfalls |
6.1.6 | User-Defined Functions |
6.1.6.1 | Sum and Product functions |
6.1.6.2 | Functions and Macros |
6.1.6.3 | Declaring User-Defined Float Functions |
6.1.6.4 | Declaring User-Defined Vector Functions |
6.1.6.5 | Declaring User-Defined Color Functions |
6.1.6.6 | Internal Pre-Defined Functions |
6.1.7 | Strings |
6.1.7.1 | String Literals |
6.1.7.2 | String Identifiers |
6.1.7.3 | String Functions |
6.1.8 | Array Identifiers |
6.1.8.1 | Declaring Arrays |
6.1.8.2 | Array Initializers |
6.1.9 | Spline Identifiers |
6.1.9.1 | Splines and Macros |
6.2 | Language Directives |
6.2.1 | Include Files and the #include Directive. |
6.2.2 | The #declare and #local Directives |
6.2.2.1 | Declaring identifiers |
6.2.2.2 | #declare vs. #local |
6.2.2.3 | Identifier Name Collisions |
6.2.2.4 | Destroying Identifiers with #undef |
6.2.3 | File I/O Directives |
6.2.3.1 | The #fopen Directive |
6.2.3.2 | The #fclose Directive |
6.2.3.3 | The #read Directive |
6.2.3.4 | The #write Directive |
6.2.4 | The #default Directive |
6.2.5 | The #version Directive |
6.2.6 | Conditional Directives |
6.2.6.1 | The #if...#else...#end Directives |
6.2.6.2 | The #ifdef and #ifndef Directives |
6.2.6.3 | The #switch, #case, #range and #break Directives |
6.2.6.4 | The #while...#end Directive |
6.2.7 | User Message Directives |
6.2.7.1 | Text Message Streams |
6.2.7.2 | Text Formatting |
6.2.8 | User Defined Macros |
6.2.8.1 | The #macro Directive |
6.2.8.2 | Invoking Macros |
6.2.8.3 | Are POV-Ray Macros a Function or a Macro? |
6.2.8.4 | Returning a Value Like a Function |
6.2.8.5 | Returning Values Via Parameters |
6.3 | POV-Ray Coordinate System |
6.3.1 | Transformations |
6.3.1.1 | Translate |
6.3.1.2 | Scale |
6.3.1.3 | Rotate |
6.3.1.4 | Matrix Keyword |
6.3.2 | Transformation Order |
6.3.3 | Inverse Transform |
6.3.4 | Transform Identifiers |
6.3.5 | Transforming Textures and Objects |
6.4 | Camera |
6.4.1 | Placing the Camera |
6.4.1.1 | Location and Look_At |
6.4.1.2 | The Sky Vector |
6.4.1.3 | Angles |
6.4.1.4 | The Direction Vector |
6.4.1.5 | Up and Right Vectors |
6.4.1.5.1 | Aspect Ratio |
6.4.1.5.2 | Handedness |
6.4.1.6 | Transforming the Camera |
6.4.2 | Types of Projection |
6.4.2.1 | Perspective projection |
6.4.2.2 | Orthographic projection |
6.4.2.3 | Fisheye projection |
6.4.2.4 | Ultra wide angle projection |
6.4.2.5 | Omnimax projection |
6.4.2.6 | Panoramic projection |
6.4.2.7 | Cylindrical projection |
6.4.2.8 | Spherical projection |
6.4.3 | Focal Blur |
6.4.4 | Camera Ray Perturbation |
6.4.5 | Camera Identifiers |
6.5 | Objects |
6.5.1 | Finite Solid Primitives |
6.5.1.1 | Blob |
6.5.1.2 | Box |
6.5.1.3 | Cone |
6.5.1.4 | Cylinder |
6.5.1.5 | Height Field |
6.5.1.6 | Julia Fractal |
6.5.1.7 | Lathe |
6.5.1.8 | Prism |
6.5.1.9 | Sphere |
6.5.1.10 | Spheresweep |
6.5.1.11 | Superquadric Ellipsoid |
6.5.1.12 | Surface of Revolution |
6.5.1.13 | Text |
6.5.1.14 | Torus |
6.5.2 | Finite Patch Primitives |
6.5.2.1 | Bicubic Patch |
6.5.2.2 | Disc |
6.5.2.3 | Mesh |
6.5.2.3.1 | Solid Mesh |
6.5.2.4 | Mesh2 |
6.5.2.4.1 | Smooth and Flat triangles in the same mesh |
6.5.2.4.2 | Mesh Triangle Textures |
6.5.2.5 | Polygon |
6.5.2.6 | Triangle and Smooth Triangle |
6.5.3 | Infinite Solid Primitives |
6.5.3.1 | Plane |
6.5.3.2 | Poly, Cubic and Quartic |
6.5.3.3 | Quadric |
6.5.4 | Isosurface Object |
6.5.4.1 | Isosurface Syntax |
6.5.4.2 | Functions in Isosurface |
6.5.4.3 | Transformations on Functions |
6.5.4.3.1 | Functions, Scale |
6.5.4.3.2 | Scale Infinitely |
6.5.4.3.3 | Functions, Translate |
6.5.4.3.4 | Functions, Shear |
6.5.4.3.5 | Functions, Rotate |
6.5.4.3.6 | Functions, Flip |
6.5.4.3.7 | Functions, Twist |
6.5.4.4 | Combining Functions |
6.5.4.4.1 | Functions, Merge |
6.5.4.4.2 | Functions, Intersection |
6.5.4.4.3 | Functions, Difference |
6.5.4.4.4 | Functions, Blob |
6.5.4.4.5 | Functions, Negative Blob |
6.5.4.4.6 | Functions, Blend |
6.5.4.5 | Improving Isosurface Speed |
6.5.4.5.1 | Using Accuracy |
6.5.4.5.2 | Container |
6.5.4.5.3 | Maximum Gradient |
6.5.5 | Parametric Object |
6.5.6 | Constructive Solid Geometry |
6.5.6.1 | Inside and Outside |
6.5.6.2 | Union |
6.5.6.2.1 | Split_Union |
6.5.6.3 | Intersection |
6.5.6.4 | Difference |
6.5.6.5 | Merge |
6.5.7 | Light Sources |
6.5.7.1 | Point Lights |
6.5.7.2 | Spotlights |
6.5.7.3 | Cylindrical Lights |
6.5.7.4 | Parallel Lights |
6.5.7.5 | Area Lights |
6.5.7.6 | Shadowless Lights |
6.5.7.7 | Looks_like |
6.5.7.8 | Projected_Through |
6.5.7.9 | Light Fading |
6.5.7.10 | Atmospheric Media Interaction |
6.5.7.11 | Atmospheric Attenuation |
6.5.8 | Light Groups |
6.5.9 | Object Modifiers |
6.5.9.1 | Clipped_By |
6.5.9.2 | Bounded_By |
6.5.9.3 | Material |
6.5.9.4 | Inverse |
6.5.9.5 | Hollow |
6.5.9.6 | No_Shadow |
6.5.9.7 | No_Image, No_Reflection |
6.5.9.8 | Double_Illuminate |
6.5.9.9 | Sturm |
6.6 | Interior |
6.6.1 | Why are Interior and Media Necessary? |
6.6.2 | Empty and Solid Objects |
6.6.3 | Scaling objects with an interior. |
6.6.4 | Refraction |
6.6.5 | Dispersion |
6.6.6 | Attenuation |
6.6.7 | Faked Caustics |
6.6.8 | Object-Media |
6.7 | Textures |
6.7.1 | Pigment |
6.7.1.1 | Solid Color Pigments |
6.7.1.2 | Color List Pigments |
6.7.1.3 | Color Maps |
6.7.1.4 | Pigment Maps and Pigment Lists |
6.7.1.5 | Image Maps |
6.7.1.5.1 | Specifying an Image Map |
6.7.1.5.2 | The Filter and Transmit Bitmap Modifiers |
6.7.1.5.3 | Using the Alpha Channel |
6.7.1.6 | Quick Color |
6.7.2 | Normal |
6.7.2.1 | Slope Maps |
6.7.2.1.1 | Normals, Accuracy |
6.7.2.2 | Normal Maps and Normal Lists |
6.7.2.3 | Bump Maps |
6.7.2.3.1 | Specifying a Bump Map |
6.7.2.3.2 | Bump_Size |
6.7.2.3.3 | Use_Index and Use_Color |
6.7.2.4 | Scaling normals |
6.7.3 | Finish |
6.7.3.1 | Ambient |
6.7.3.2 | Diffuse Reflection Items |
6.7.3.2.1 | Diffuse |
6.7.3.2.2 | Brilliance |
6.7.3.2.3 | Crand Graininess |
6.7.3.3 | Highlights |
6.7.3.3.1 | Phong Highlights |
6.7.3.3.2 | Specular Highlight |
6.7.3.3.3 | Metallic Highlight Modifier |
6.7.3.4 | Specular Reflection |
6.7.3.5 | Conserve Energy for Reflection |
6.7.3.6 | Iridescence |
6.7.4 | Halo |
6.7.5 | Patterned Textures |
6.7.5.1 | Texture Maps |
6.7.5.2 | Tiles |
6.7.5.3 | Material Maps |
6.7.5.3.1 | Specifying a Material Map |
6.7.6 | Layered Textures |
6.7.7 | UV Mapping |
6.7.7.1 | Supported Objects |
6.7.7.2 | UV Vectors |
6.7.8 | Triangle Texture Interpolation |
6.7.9 | Interior Texture |
6.7.10 | Cutaway Textures |
6.7.11 | Patterns |
6.7.11.1 | Agate |
6.7.11.2 | Average |
6.7.11.3 | Boxed |
6.7.11.4 | Bozo |
6.7.11.5 | Brick |
6.7.11.6 | Bumps |
6.7.11.7 | Cells |
6.7.11.8 | Checker |
6.7.11.9 | Crackle Patterns |
6.7.11.10 | Cylindrical |
6.7.11.11 | Density_File |
6.7.11.12 | Dents |
6.7.11.13 | Facets |
6.7.11.14 | Fractal Patterns |
6.7.11.15 | Function as pattern |
6.7.11.15.1 | What can be used |
6.7.11.16 | Function Image |
6.7.11.17 | Gradient |
6.7.11.18 | Granite |
6.7.11.19 | Hexagon |
6.7.11.20 | Image Pattern |
6.7.11.21 | Leopard |
6.7.11.22 | Marble |
6.7.11.23 | Object-pattern |
6.7.11.24 | Onion |
6.7.11.25 | Pigment Pattern |
6.7.11.26 | Planar |
6.7.11.27 | Quilted |
6.7.11.28 | Radial |
6.7.11.29 | Ripples |
6.7.11.30 | Slope |
6.7.11.31 | Spherical |
6.7.11.32 | Spiral1 |
6.7.11.33 | Spiral2 |
6.7.11.34 | Spotted |
6.7.11.35 | Waves |
6.7.11.36 | Wood |
6.7.11.37 | Wrinkles |
6.7.12 | Pattern Modifiers |
6.7.12.1 | Transforming Patterns |
6.7.12.2 | Frequency and Phase |
6.7.12.3 | Waveforms |
6.7.12.4 | Noise Generators |
6.7.12.5 | Turbulence |
6.7.12.6 | Warps |
6.7.12.6.1 | Black Hole Warp |
6.7.12.6.2 | Repeat Warp |
6.7.12.6.3 | Turbulence versus Turbulence Warp |
6.7.12.6.4 | Turbulence Warp |
6.7.12.6.4.1 | Octaves |
6.7.12.6.4.2 | Lambda |
6.7.12.6.4.3 | Omega |
6.7.12.6.5 | Mapping using warps |
6.7.12.7 | Bitmap Modifiers |
6.7.12.7.1 | The once Option |
6.7.12.7.2 | The map_type Option |
6.7.12.7.3 | The interpolate Option |
6.8 | Media |
6.8.1 | Media Types |
6.8.1.1 | Absorption |
6.8.1.2 | Emission |
6.8.1.3 | Scattering |
6.8.2 | Sampling Parameters & Methods |
6.8.3 | Density |
6.8.3.1 | General Density Modifiers |
6.8.3.2 | Density with color_map |
6.8.3.3 | Density Maps and Density Lists |
6.8.3.4 | Multiple Density vs. Multiple Media |
6.9 | Atmospheric Effects |
6.9.1 | Atmospheric Media |
6.9.2 | Background |
6.9.3 | Fog |
6.9.4 | Sky Sphere |
6.9.5 | Rainbow |
6.10 | Photons |
6.10.1 | Overview |
6.10.1.1 | Examples |
6.10.2 | Using Photon Mapping in Your Scene |
6.10.2.1 | Photon Global Settings |
6.10.2.2 | Shooting Photons at an Object |
6.10.2.3 | Photons and Light Sources |
6.10.2.4 | Photons and Media |
6.10.3 | Photons FAQ |
6.10.4 | Photon Tips |
6.10.5 | Advanced Techniques |
6.10.5.1 | Autostop |
6.10.5.2 | Adaptive Search Radius |
6.10.5.3 | Photons and Dispersion |
6.10.5.4 | Saving and Loading Photon Maps |
6.11 | Global Settings |
6.11.1 | ADC_Bailout |
6.11.2 | Ambient_Light |
6.11.3 | Assumed_Gamma |
6.11.3.1 | Monitor Gamma |
6.11.3.2 | Image File Gamma |
6.11.3.3 | Scene File Gamma |
6.11.4 | HF_Gray_16 |
6.11.5 | Irid_Wavelength |
6.11.6 | Charset |
6.11.7 | Max_Trace_Level |
6.11.8 | Max_Intersections |
6.11.9 | Number_Of_Waves |
6.11.10 | Noise_generator |
6.11.11 | Radiosity |
6.11.11.1 | How Radiosity Works |
6.11.11.2 | Adjusting Radiosity |
6.11.11.2.1 | radiosity adc_bailout |
6.11.11.2.2 | always_sample |
6.11.11.2.3 | brightness |
6.11.11.2.4 | count |
6.11.11.2.5 | error_bound |
6.11.11.2.6 | gray_threshold |
6.11.11.2.7 | low_error_factor |
6.11.11.2.8 | max_sample |
6.11.11.2.9 | Media and Radiosity |
6.11.11.2.10 | minimum_reuse |
6.11.11.2.11 | nearest_count |
6.11.11.2.12 | Normal and Radiosity |
6.11.11.2.13 | Pretrace |
6.11.11.2.14 | recursion_limit |
6.11.11.2.15 | Save and load radiosity data |
6.11.11.3 | Tips on Radiosity |
7.0 | Standard Include Files |
7.1 | arrays.inc |
7.2 | chars.inc |
7.3 | colors.inc |
7.3.1 | colors.inc - Predefined colors |
7.3.2 | colors.inc - Color macros |
7.4 | consts.inc |
7.4.1 | consts.inc - Vector constants |
7.4.2 | consts.inc - Map type constants |
7.4.3 | consts.inc - Interpolation type constants |
7.4.4 | consts.inc - Fog type constants |
7.4.5 | consts.inc - Focal blur hexgrid constants |
7.4.6 | consts.inc - IORs |
7.4.7 | consts.inc - Disperion amounts |
7.4.8 | consts.inc - Scattering media type constants |
7.5 | debug.inc |
7.6 | finish.inc |
7.7 | functions.inc |
7.7.1 | functions.inc - Common Parameters |
7.7.1.1 | Field Strength |
7.7.1.2 | Field Limit |
7.7.1.3 | SOR Switch |
7.7.1.4 | SOR Offset |
7.7.1.5 | SOR Angle |
7.7.1.6 | Invert Isosurface |
7.7.2 | functions.inc - Internal Functions |
7.7.3 | functions.inc - Pre defined functions |
7.7.3.1 | Pattern functions |
7.8 | glass.inc |
7.8.1 | glass.inc - Glass colors (with transparency) |
7.8.2 | glass.inc - Glass colors (without transparency, for fade_color) |
7.8.3 | glass.inc - Glass finishes |
7.8.4 | glass.inc - Glass interiors: |
7.8.5 | glass.inc - Glass interior macros |
7.9 | glass_old.inc |
7.9.1 | glass_old.inc - Glass finishes |
7.9.2 | glass_old.inc - Glass textures |
7.10 | math.inc |
7.10.1 | math.inc - Float functions and macros |
7.10.2 | math.inc - Vector functions and macros |
7.10.3 | math.inc - Vector Analysis |
7.11 | metals.inc, golds.inc |
7.11.1 | metals.inc |
7.11.2 | golds.inc |
7.12 | rand.inc |
7.12.1 | rand.inc - Flat Distributions |
7.12.2 | rand.inc - Other Distributions |
7.12.2.1 | Continuous Symmetric Distributions |
7.12.2.2 | Continuous Skewed Distributions |
7.12.2.3 | Discrete Distributions |
7.13 | shapes.inc, shapes_old.inc, shapes2.inc, shapesq.inc |
7.13.1 | shapes.inc |
7.13.1.1 | The HF Macros |
7.13.2 | shapes_old.inc |
7.13.3 | shapes2.inc |
7.13.4 | shapesq.inc |
7.14 | skies.inc, stars.inc |
7.14.1 | skies.inc |
7.14.2 | stars.inc |
7.15 | stones.inc, stones1.inc, stones2.inc, stoneold.inc |
7.15.1 | stones1.inc |
7.15.2 | stones2.inc |
7.16 | stdinc.inc |
7.17 | strings.inc |
7.18 | textures.inc |
7.18.1 | textures.inc - Stones |
7.18.2 | textures.inc - Skies |
7.18.3 | textures.inc - Woods |
7.18.4 | textures.inc - Glass |
7.18.5 | textures.inc - Metals |
7.18.6 | textures.inc - Special textures |
7.18.7 | textures.inc - Texture and pattern macros |
7.19 | transforms.inc |
7.20 | woodmaps.inc, woods.inc |
7.20.1 | woodmaps.inc |
7.20.2 | woods.inc |
7.21 | Other files |
7.21.1 | logo.inc |
7.21.2 | rad_def.inc |
7.21.3 | screen.inc |
7.21.4 | stdcam.inc |
7.21.5 | stage1.inc |
7.21.6 | sunpos.inc |
7.21.7 | font files (*.ttf) |
7.21.8 | color_map files (*.map) |
7.21.9 | image files (*.png, *.pot, *.df3) |
8.0 | Appendices |
8.1 | POV-Ray Legal Document |
8.2 | The POV-Team |
8.2.1 | Contacting the Authors |
8.2.2 | The TAG |
8.2.3 | POV-Ray 3.5 Development |
8.3 | What to do if you don't have POV-Ray |
8.3.1 | Which Version of POV-Ray should you use? |
8.3.1.1 | Microsoft Windows 9x/NT/2000 |
8.3.1.2 | Linux for Intel x86 |
8.3.1.3 | Apple Macintosh |
8.3.1.4 | Generic Unix |
8.3.1.5 | All Versions |
8.3.2 | Where to Find POV-Ray Files |
8.3.2.1 | World Wide Website www.povray.org |
8.3.2.2 | Books, Magazines and CD-ROMs |
8.4 | Suggested Reading |
9.0 | POV-Ray Questions and Tips |
9.1 | Language |
9.1.1 | Tips and tricks to achieve useful things |
9.1.1.1 | How do I make a visible light source? |
9.1.1.2 | How do I make bright objects? |
9.1.1.3 | How do I move the camera in a circular path? |
9.1.1.4 | How do I use an image to texture my object? |
9.1.1.5 | How can I generate a spline? |
9.1.1.6 | How can I simulate motion blur? |
9.1.1.7 | How can I find the size of a text object? |
9.1.1.8 | How do I make extruded text? |
9.1.1.9 | How do I make an object hollow? |
9.1.1.10 | How can I fill a glass with water or other objects? |
9.1.1.11 | How can I bend a object? |
9.1.1.12 | Can I get non-grainy focal blur? |
9.1.2 | Things that don't work as one expects |
9.1.2.1 | Using several transparent objects makes them black? |
9.1.2.2 | I'm getting color banding in the image. |
9.1.2.3 | Rotation behaves very strangely. |
9.1.2.4 | The image gets distorted when rendering a square image. |
9.1.2.5 | Why are there strange dark pixels or noise on my CSG object? |
9.1.2.6 | Why won't the textures in stars.inc work with my sky_sphere? |
9.1.2.7 | When I use filter or transmit with my .tga image map nothing happens. |
9.1.2.8 | Isosurface not rendering properly? |
9.1.3 | Other related things |
9.1.3.1 | How do I turn animation on? |
9.1.3.2 | Can POV-Ray use multiple processors? |
9.1.3.3 | Can I get a wireframe render of my scene? |
9.1.3.4 | Can I specify variable IOR for an object? |
9.1.3.5 | What is Photon Mapping? |
9.2 | File Formats |
9.2.1 | Saving the image to disk. |
9.2.2 | Can I convert my POV-Ray scenes to another format? |
9.2.3 | How can I convert my scenes from format X to POV-Ray format? |
9.2.4 | How do I import all of my textures I created in 3DS Max into POV-Ray? |
9.2.5 | How can I avoid artifacts and still get good JPEG compression? |
9.2.6 | Why are there no converters from POV to other formats? |
9.2.7 | Why are triangle meshes in ASCII format? |
9.3 | Utilities, models, etc. |
9.3.1 | What is the best animation program available? |
9.3.2 | Creating/viewing MPEG-files. |
9.3.3 | Where can I find models/textures? |
9.3.4 | What are the best modellers for POV-Ray? |
9.3.5 | Any POV-Ray modellers for Mac? |
9.3.6 | Is there any user gallery of POV-Ray images? |
9.3.7 | Any good heightfield modellers? |
9.3.8 | Any easy way of creating trees? |
9.4 | Rendering speed |
9.4.1 | Will POV-Ray render faster with a 3D card? |
9.4.2 | How do I increase rendering speed? |
9.4.3 | CSG speed. |
9.4.4 | Does POV-Ray support 3DNow? |
9.5 | Miscellaneous questions |
9.5.1 | Suggesting new features. |
9.5.2 | I'm getting a "Illegal grid value in dda_traversal()". |
9.5.3 | No beep when finished? |
9.5.4 | POV-Ray viruses? |
9.5.5 | GUI for Unix POV-Ray? |
9.6 | Moray questions. |
9.6.1 | Changing handedness? |
9.6.2 | Moray objects get mirrored in POV-Ray. |
9.6.3 | Importing POV-Ray files. |
9.6.4 | How do Moray UDOs work? |
9.7 | While-loop tutorial |
9.7.1 | What a while-loop is and what it is not |
9.7.2 | How does a single while-loop work? |
9.7.3 | How do I make a while-loop? |
9.7.4 | What is a condition and how do I make one? |
9.7.5 | What about loop types other than simple for-loops? |
9.7.6 | What about nested loops? |
9.7.7 | Mixed-type nested loops |
9.7.8 | Other things to note |
9.8 | The shadow line artifact |
9.8.1 | What is the problem? |
9.8.2 | What causes the problem? |
9.8.3 | Can this problem be solved? |
9.8.4 | Possible solutions? |
9.9 | Smooth triangle artifact |
9.9.1 | What is the problem? |
9.9.2 | What causes the problem? |
9.9.3 | Can this problem be solved? |
10.0 | Quick References |
10.1 | SDL Quick Reference |
10.1.1 | Quick Reference Contents |
10.1.2 | The Scene |
10.1.3 | Language Basics |
10.1.3.1 | Floats |
10.1.3.2 | Vectors |
10.1.3.3 | Colors |
10.1.3.4 | User defined Functions |
10.1.3.5 | Strings |
10.1.3.6 | Arrays |
10.1.3.7 | Splines |
10.1.4 | Language Directives |
10.1.4.1 | File Inclusion |
10.1.4.2 | Identifier Declaration |
10.1.4.3 | File Input/Output |
10.1.4.4 | Default Texture |
10.1.4.5 | Version Identfier |
10.1.4.6 | Conditional Directives |
10.1.4.7 | Message Streams |
10.1.4.8 | Macro |
10.1.4.9 | Embedded Directives |
10.1.5 | Transformations |
10.1.6 | Camera |
10.1.7 | Lights |
10.1.7.1 | Lightgroup |
10.1.8 | Objects |
10.1.8.1 | Finite Solid Objects |
10.1.8.2 | Finite Patch Objects |
10.1.8.3 | Infinite Solid Objects |
10.1.8.4 | Isosurface |
10.1.8.5 | Parametric |
10.1.8.6 | CSG |
10.1.9 | Object Modifiers |
10.1.9.1 | UV Mapping |
10.1.9.2 | Material |
10.1.9.3 | Interior |
10.1.9.4 | Interior Texture |
10.1.10 | Texture |
10.1.10.1 | Plain Texture |
10.1.10.2 | Layered Texture |
10.1.10.3 | Patterned Texture |
10.1.10.4 | Pigment |
10.1.10.5 | Normal |
10.1.10.6 | Finish |
10.1.10.7 | Pattern |
10.1.10.8 | Pattern Modifiers |
10.1.11 | Media |
10.1.12 | Atmospheric Effects |
10.1.12.1 | Background |
10.1.12.2 | Fog |
10.1.12.3 | Sky Sphere |
10.1.12.4 | Rainbow |
10.1.13 | Global Settings |
10.1.13.1 | Radiosity |
10.1.13.2 | Photons |
11.0 | POV-Ray CDROM's and Accessories |
11.1 | The POV-Ray 10th Anniversary Commemorative Keyring |
11.2 | The IRTC CDROM's |
11.2.1 | The IRTC CDROM (Year Four) |
11.2.2 | The IRTC CDROM (Year Three) |
11.2.3 | The IRTC CDROM (Year Two) |
11.2.4 | The IRTC CDROM (Year One) |