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In addition to all of the primitive shapes POV-Ray supports, you can also combine multiple simple shapes into complex shapes using Constructive Solid Geometry (CSG). There are four basic types of CSG operations: union, intersection, difference, and merge. CSG objects can be composed of primitives or other CSG objects to create more, and more complex shapes.
Most shape primitives, like spheres, boxes and blobs divide the world into two regions. One region is inside the object and one is outside. Given any point in space you can say it's either inside or outside any particular primitive object. Well, it could be exactly on the surface but this case is rather hard to determine due to numerical problems.
Even planes have an inside and an outside. By definition, the surface normal of the plane points towards the outside of the plane. You should note that triangles and triangle-based shapes cannot be used as solid objects in CSG since they have no well defined inside and outside.
Note:: Although triangles, bicubic_patches and some other shapes have no well defined inside and outside, they have a front- and backside which makes it possible to use a texture on the front side and an interior_texture on the back side.
CSG uses the concepts of inside and outside to combine shapes together as explained in the following sections.
Imagine you have two objects that partially overlap like shown in the figure
below. Four different areas of points can be distinguished: points that are
neither in object A
nor in object B
, points that
are in object A
but not in object B
, points that
are not in object A
but in object B
and last not
least points that are in object A
and object B
.
Keeping this in mind it will be quite easy to understand how the CSG operations work.
When using CSG it is often useful to invert an object so that it'll be
inside-out. The appearance of the object is not changed, just the way that
POV-Ray perceives it. When the inverse
keyword is used the
inside of the shape is flipped to become the outside and vice
versa.
The inside/outside distinction is not important for a union
, but
is important for intersection
, difference
, and
merge
.Therefore any objects may be combined using
union
but only solid objects, i.e. objects that have a well-defined
interior can be used in the other kinds of CSG. The objects described in
"Finite Patch Primitives" have no well defined inside/outside. All
objects described in the sections "Finite Solid Primitives" and
"Infinite Solid Primitives".
The simplest kind of CSG is the union
. The syntax is:
UNION: union { OBJECTS... [OBJECT_MODIFIERS...] }
Unions are simply glue used to bind two or more shapes into a single
entity that can be manipulated as a single object. The image above shows the
union of A
and B
. The new object created by the
union operation can be scaled, translated and rotated as a single shape. The
entire union can share a single texture but each object contained in the
union may also have its own texture, which will override any texture
statements in the parent object.
You should be aware that the surfaces inside the union will not be removed.
As you can see from the figure this may be a problem for transparent unions.
If you want those surfaces to be removed you'll have to use the
merge
operations explained in a later section.
The following union will contain a box and a sphere.
union { box { <-1.5, -1, -1>, <0.5, 1, 1> } cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 } }
Earlier versions of POV-Ray placed restrictions on unions so you often had
to combine objects with composite
statements. Those earlier
restrictions have been lifted so composite
is no longer needed.
It is still supported for backwards compatibility.
split_union
is a boolean keyword that can be added to a union.
It has two states on
/off
, its default is on
.
split_union
is used when photons are shot
at the CSG-object. The object is split up in its compound parts, photons are shot at
each part separately. This is to prevent photons from being shot at 'empty spaces' in the object,
for example the holes in a grid. With compact objects, without 'empty spaces'
split_union off
can improve photon
gathering.
union { object {...} object {...} split_union off }
The intersection
object creates a shape containing only those
areas where all components overlap. A point is part of an intersection if it is
inside both objects, A
and B
, as show in the figure
below.
The syntax is:
INTERSECTION: intersection { SOLID_OBJECTS... [OBJECT_MODIFIERS...] }
The component objects must have well defined inside/outside properties. Patch objects are not allowed.
Note: if all components do not overlap, the intersection object disappears.
Here is an example that overlaps:
intersection { box { <-1.5, -1, -1>, <0.5, 1, 1> } cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 } }
The CSG difference
operation takes the intersection between
the first object and the inverse of all subsequent objects. Thus only points
inside object A
and outside object B
belong to the
difference of both objects.
The result is a subtraction of the 2nd shape from the first shape as shown in the figure below.
The syntax is:
DIFFERENCE: difference { SOLID_OBJECTS... [OBJECT_MODIFIERS...] }
The component objects must have well defined inside/outside properties. Patch objects are not allowed.
Note: if the first object is entirely inside the subtracted objects, the difference object disappears.
Here is an example of a properly formed difference:
difference { box { <-1.5, -1, -1>, <0.5, 1, 1> } cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 } }
Note: internally, POV-Ray simply adds the inverse
keyword
to the second (and subsequent) objects and then performs an intersection.
The example above is equivalent to:
intersection { box { <-1.5, -1, -1>, <0.5, 1, 1> } cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 inverse } }
The union
operation just glues objects together, it does not
remove the objects' surfaces inside the union
. Under most
circumstances this doesn't matter. However if a transparent
union
is used, those interior surfaces will be visible. The
merge
operations can be used to avoid this problem. It works just like
union
but it eliminates the inner surfaces like shown in the
figure below.
The syntax is:
MERGE: merge { SOLID_OBJECTS... [OBJECT_MODIFIERS...] }
The component objects must have well defined inside/outside properties. Patch objects are not allowed.
Note: that in general merge
is
slower rendering than union
when used with non transparent
objects. A small test may be needed to determine what is the optimal solution
regarding speed and visual result.
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